VLDB 2026 Research / reviewers in the wild / expert
Hendrik P. A. Lensch
dblp:99/6552
· DBLP profile ↗
97ranked-venue papers
7as first author
21since 2021 · last 2026
0000-0003-3616-8668ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 81 · 7 first-author · 13 since 2021Artificial intelligence and machine learning · 41 · 13 since 2021Human-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Systems, architecture and hardware · 1Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SuperGSeg: Open-Vocabulary 3D Segmentation with Structured Super-Gaussiansabstract3D Gaussian Splatting has recently gained traction for its efficient training and real-time rendering. While its vanilla representation is mainly designed for view synthesis, recent works extended it to scene understanding with language features. However, storing additional high-dimensional features per Gaussian for semantic information is memoryintensive, which limits their ability to segment and interpret challenging scenes. To this end, we introduce SuperGSeg, a novel approach that fosters cohesive, context-aware hierarchical scene representation by disentangling segmentation and language field distillation. SuperGSeg first employs neural 3D Gaussians to learn geometry, instance and hierarchical segmentation features from multi-view images with the aid of off-the-shelf$2 D$masks. These features are then leveraged to create a sparse set of Super-Gaussians. Super-Gaussians facilitate the lifting and distillation of$2 D$language features into 3D space. They enable hierarchical scene understanding with high-dimensional language feature rendering at moderate GPU memory costs. Extensive experiments demonstrate that SuperGSeg achieves remarkable performance on both open-vocabulary object selection and semantic segmentation tasks. More results at supergseg.github.io. Siyun Liang, Sen Wang 0016, Kunyi Li, Michael Niemeyer, Stefano Gasperini, Hendrik P. A. Lensch, Nassir Navab, Federico Tombari |
3DV | 6 |
| 2026 | Latent Uncertainty-Aware Multi-View SDF Scan CompletionabstractImperfect reconstructions arising from occlusions, shadows, reflections, and other factors during 3D scanning often result in incomplete sections of the scanned object, with missing parts scattered randomly across its surface. We introduce an uncertainty-aware signed distance field (SDF) latent transformer that leverages uncertainty to identify and reconstruct missing parts based on the global shape of the incomplete scanned object and the immediate neighborhood of the affected regions. To our knowledge, we are the first to utilize uncertainties for SDF shape completion in the latent space. Our model has been trained on the entire Objaverse 1.0 dataset and demonstrates that our uncertainty-aware SDF completion method significantly outperforms previous works both numerically and visually. Code will be published at github.com/cgtuebingen/ua3dscancomp. Faezeh Zakeri, Lukas Ruppert, Raphael Braun, Hendrik P. A. Lensch |
WACV | 4 |
| 2025 | RISE-SDF: A Relightable Information-Shared Signed Distance Field for Glossy Object Inverse RenderingabstractInverse rendering aims to reconstruct the 3D geometry, material parameters, and lighting conditions in a 3D scene from multi-view input images. To address this problem, some recent methods utilize a neural field combined with a physically based rendering model to reconstruct the scene parameters. Although these methods achieve impressive geometry reconstruction for glossy objects, the performance of material estimation and relighting remains limited. In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a splitsum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects. Deheng Zhang, Shaofei Wang 0001, Marko Mihajlovic, Sergey Prokudin, Hendrik P. A. Lensch, Siyu Tang 0001 |
3DV | 6 |
| 2025 | SViM3D: Stable Video Material Diffusion for Single Image 3D Generation
Andreas Engelhardt, Mark Boss, Vikram Voletti, Chun-Han Yao, Hendrik P. A. Lensch, Varun Jampani |
ICCV | 5 |
| 2025 | Disentangling representations of retinal images with generative modelsabstractRetinal fundus images play a crucial role in the early detection of eye diseases. However, the impact of technical factors on these images can pose challenges for reliable AI applications in ophthalmology. For example, large fundus cohorts are often confounded by factors such as camera type, bearing the risk of learning shortcuts rather than the causal relationships behind the image generation process. Here, we introduce a population model for retinal fundus images that effectively disentangles patient attributes from camera effects, enabling controllable and highly realistic image generation. To achieve this, we propose a disentanglement loss based on distance correlation. Through qualitative and quantitative analyses, we show that our models encode desired information in disentangled subspaces and enable controllable image generation based on the learned subspaces, demonstrating the effectiveness of our disentanglement loss. The project code is publicly available at https://github.com/berenslab/disentangling-retinal-images. Sarah Müller, Lisa M. Koch, Hendrik P. A. Lensch, Philipp Berens |
Medical Image Anal. | 3 |
| 2024 | SIGNeRF: Scene Integrated Generation for Neural Radiance FieldsabstractAdvances in image diffusion models have recently led to notable improvements in the generation of high-quality images. In combination with Neural Radiance Fields (NeRFs), they enabled new opportunities in 3D generation. However, most generative 3D approaches are object-centric and applying them to editing existing photorealistic scenes is not trivial. We propose SIGNeRF, a novel approach for fast and controllable NeRF scene editing and scene-integrated object generation. A new generative update strategy ensures 3D consistency across the edited images, without requiring iterative optimization. We find that depth-conditioned diffusion models inherently possess the capability to generate 3D consistent views by requesting a grid of images instead of single views. Based on these insights, we introduce a multi-view reference sheet of modified images. Our method updates an image collection consistently based on the ref-erence sheet and refines the original NeRF with the newly generated image set in one go. By exploiting the depth conditioning mechanism of the image diffusion model, we gain fine control over the spatial location of the edit and enforce shape guidance by a selected region or an external mesh. Jan-Niklas Dihlmann, Andreas Engelhardt, Hendrik P. A. Lensch |
CVPR | 3 |
| 2024 | Dualad: Disentangling the Dynamic and Static World for End-to-End DrivingabstractState-of-the-art approaches for autonomous driving integrate multiple sub-tasks of the overall driving task into a single pipeline that can be trained in an end-to-end fashion by passing latent representations between the different modules. In contrast to previous approaches that rely on a unified grid to represent the belief state of the scene, we propose dedicated representations to disentangle dynamic agents and static scene elements. This allows us to explicitly compensate for the effect of both ego and object motion between consecutive time steps and to flexibly propagate the belief state through time. Furthermore, dynamic objects can not only attend to the input camera images, but also directly benefit from the inferred static scene structure via a novel dynamic-static cross-attention. Extensive experiments on the challenging nuScenes benchmark demonstrate the benefits of the proposed dual-stream design, especially for modelling highly dynamic agents in the scene, and highlight the improved temporal consistency of our approach. Our method titled DualAD not only outperforms independently trained single-task networks, but also improves over previous state-of-the-art end-to-end models by a large margin on all tasks along the functional chain of driving. Simon Doll, Niklas Hanselmann, Lukas Schneider, Richard Schulz, Marius Cordts, Markus Enzweiler, Hendrik P. A. Lensch |
CVPR | 7 |
| 2024 | SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wildabstractWe present SHINOBI, an end-to-end frameworkfor the re-construction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape repre-sentation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination to-gether with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Andreas Engelhardt, Amit Raj, Mark Boss, Abhishek Kar, Yuanzhen Li, Deqing Sun, Ricardo Martin-Brualla, Jonathan T. Barron, Hendrik P. A. Lensch, Varun Jampani |
CVPR | 10 |
| 2024 | Subsurface Scattering for Gaussian Splattingabstract3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting, and novel view synthesis at interactive rates. We show successful application on synthetic data and contribute a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Jan-Niklas Dihlmann, Arjun Majumdar, Andreas Engelhardt, Raphael Braun, Hendrik P. A. Lensch |
NeurIPS | 5 |
| 2023 | Dual-Query Multiple Instance Learning for Dynamic Meta-Embedding based Tumor Classification
Simon Holdenried-Krafft, Peter Somers, Ivonne Montes-Mojarro, Diana Silimon, Cristina Tarín, Falko Fend, Hendrik P. A. Lensch |
BMVC | 7 |
| 2023 | ViPE: Visualise Pretty-much EverythingabstractFigurative and non-literal expressions are profoundly integrated in human communication. Hassan Shahmohammadi, Adhiraj Ghosh, Hendrik P. A. Lensch |
EMNLP | 3 |
| 2023 | GGNN: Graph-Based GPU Nearest Neighbor SearchabstractApproximate nearest neighbor (ANN) search in high dimensions is an integral part of several computer vision systems and gains importance in deep learning with explicit memory representations. Since PQT (Wiescholleket al., 2016), FAISS (Johnsonet al., 2021), and SONG (Zhaoet al., 2020) started to leverage the massive parallelism offered by GPUs, GPU-based implementations are a crucial resource for today’s state-of-the-art ANN methods. While most of these methods allow for faster queries, less emphasis is devoted to accelerating the construction of the underlying index structures. In this paper, we propose a novel GPU-friendly search structure based on nearest neighbor graphs and information propagation on graphs. Our method is designed to take advantage of GPU architectures to accelerate the hierarchical construction of the index structure and for performing the query. Empirical evaluation shows that GGNN significantly surpasses the state-of-the-art CPU- and GPU-based systems in terms of build-time, accuracy and search speed. Fabian Groh, Lukas Ruppert, Patrick Wieschollek, Hendrik P. A. Lensch |
IEEE Trans. Big Data | 4 |
| 2022 | SpatialDETR: Robust Scalable Transformer-Based 3D Object Detection From Multi-view Camera Images With Global Cross-Sensor Attention
Simon Doll, Richard Schulz, Lukas Schneider, Viviane Benzin, Markus Enzweiler, Hendrik P. A. Lensch |
ECCV (39) | 6 |
| 2022 | SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collectionsabstractInverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Mark Boss, Andreas Engelhardt, Abhishek Kar, Yuanzhen Li, Deqing Sun, Jonathan T. Barron, Hendrik P. A. Lensch, Varun Jampani |
NeurIPS | 7 |
| 2022 | At-Most-Hexa MeshesabstractAbstract Volumetric polyhedral meshes are required in many applications, especially for solving partial differential equations on finite element simulations. Still, their construction bears several additional challenges compared to boundary‐based representations. Tetrahedral meshes and (pure) hex‐meshes are two popular formats in scenarios like CAD applications, offering opposite advantages and disadvantages. Hex‐meshes are more intricate to construct due to the global structure of the meshing, but feature much better regularity, alignment, are more expressive, and offer the same simulation accuracy with fewer elements. Hex‐dominant meshes, where most but not all cell elements have a hexahedral structure, constitute an attractive compromise, potentially unlocking benefits from both structures, but their generality makes their employment in downstream applications difficult. In this work, we introduce a strict subset of general hex‐dominant meshes, which we term ‘at‐most‐hexa meshes’, in which most cells are still hexahedral, but no cell has more than six boundary faces, and no face has more than four sides. We exemplify the ease of construction of at‐most‐hexa meshes by proposing a frugal and straightforward method to generate high‐quality meshes of this kind, starting directly from hulls or point clouds, for example, from a 3D scan. In contrast to existing methods for (pure) hexahedral meshing, ours does not require an intermediate parameterization of other costly pre‐computations and can start directly from surfaces or samples. We leverage a Lloyd relaxation process to exploit the synergistic effects of aligning an orientation field in a modified 3D Voronoi diagram using the norm for cubical cells. The extracted geometry incorporates regularity as well as feature alignment, following sharp edges and curved boundary surfaces. We introduce specialized operations on the three‐dimensional graph structure to enforce consistency during the relaxation. The resulting algorithm allows for an efficient evaluation with parallel algorithms on GPU hardware and completes even large reconstructions within minutes. Dennis R. Bukenberger, Marco Tarini, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2021 | Learning Zero-Shot Multifaceted Visually Grounded Word Embeddings via Multi-Task TrainingabstractLanguage grounding aims at linking the symbolic representation of language (e.g., words) into the rich perceptual knowledge of the outside world.The general approach is to embed both textual and visual information into a common space -the grounded space-confined by an explicit relationship.We argue that since concrete and abstract words are processed differently in the brain, such approaches sacrifice the abstract knowledge obtained from textual statistics in the process of acquiring perceptual information.The focus of this paper is to solve this issue by implicitly grounding the word embeddings.Rather than learning two mappings into a joint space, our approach integrates modalities by implicit alignment.This is achieved by learning a reversible mapping between the textual and the grounded space by means of multi-task training.Intrinsic and extrinsic evaluations show that our way of visual grounding is highly beneficial for both abstract and concrete words.Our embeddings are correlated with human judgments and outperform previous works using pretrained word embeddings on a wide range of benchmarks.Our grounded embeddings are publicly available here. Hassan Shahmohammadi, Hendrik P. A. Lensch, R. Harald Baayen |
CoNLL | 2 |
| 2021 | Latent State Inference in a Spatiotemporal Generative Model
Matthias Karlbauer, Tobias Menge, Sebastian Otte, Hendrik P. A. Lensch, Thomas Scholten, Volker Wulfmeyer, Martin V. Butz |
ICANN (4) | 4 |
| 2021 | NeRD: Neural Reflectance Decomposition from Image CollectionsabstractDecomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code are available at the project page: https://markboss.me/publication/2021-nerd/. Mark Boss, Raphael Braun, Varun Jampani, Jonathan T. Barron, Ce Liu 0001, Hendrik P. A. Lensch |
ICCV | 6 |
| 2021 | Neural-PIL: Neural Pre-Integrated Lighting for Reflectance DecompositionabstractDecomposing a scene into its shape, reflectance and illumination is a fundamental problem in computer vision and graphics. Neural approaches such as NeRF have achieved remarkable success in view synthesis, but do not explicitly perform decomposition and instead operate exclusively on radiance (the product of reflectance and illumination). Extensions to NeRF, such as NeRD, can perform decomposition but struggle to accurately recover detailed illumination, thereby significantly limiting realism. We propose a novel reflectance decomposition network that can estimate shape, BRDF, and per-image illumination given a set of object images captured under varying illumination. Our key technique is a novel illumination integration network called Neural-PIL that replaces a costly illumination integral operation in the rendering with a simple network query. In addition, we also learn deep low-dimensional priors on BRDF and illumination representations using novel smooth manifold auto-encoders. Our decompositions can result in considerably better BRDF and light estimates enabling more accurate novel view-synthesis and relighting compared to prior art. Project page: https://markboss.me/publication/2021-neural-pil/ Mark Boss, Varun Jampani, Raphael Braun, Ce Liu 0001, Jonathan T. Barron, Hendrik P. A. Lensch |
NeurIPS | 6 |
| 2021 | Tetrahedra of varying density and their applicationsabstractAbstract We propose concepts to utilize basic mathematical principles for computing the exact mass properties of objects with varying densities. For objects given as 3D triangle meshes, the method is analytically accurate and at the same time faster than any established approximation method. Our concept is based on tetrahedra as underlying primitives, which allows for the object’s actual mesh surface to be incorporated in the computation. The density within a tetrahedron is allowed to vary linearly, i.e., arbitrary density fields can be approximated by specifying the density at all vertices of a tetrahedral mesh. Involved integrals are formulated in closed form and can be evaluated by simple, easily parallelized, vector-matrix multiplications. The ability to compute exact masses and centroids for objects of varying density enables novel or more exact solutions to several interesting problems: besides the accurate analysis of objects under given density fields, this includes the synthesis of parameterized density functions for the make-it-stand challenge or manufacturing of objects with controlled rotational inertia. In addition, based on the tetrahedralization of Voronoi cells we introduce a precise method to solve $$L_{2|\infty }$$ L2|∞ Lloyd relaxations by exact integration of the Chebyshev norm. In the context of additive manufacturing research, objects of varying density are a prominent topic. However, current state-of-the-art algorithms are still based on voxelizations, which produce rather crude approximations of masses and mass centers of 3D objects. Many existing frameworks will benefit by replacing approximations with fast and exact calculations. Graphic abstract Dennis R. Bukenberger, Hendrik P. A. Lensch |
Vis. Comput. | 2 |
| 2021 | Be water my friend: mesh assimilationabstractAbstract Inspired by the ability of water to assimilate any shape, if being poured into it, regardless if flat, round, sharp, or pointy, we present a novel, high-quality meshing method. Our algorithm creates a triangulated mesh, which automatically refines where necessary and accurately aligns to any target, given as mesh, point cloud, or volumetric function. Our core optimization iterates over steps for mesh uniformity, point cloud projection, and mesh topology corrections, always guaranteeing mesh integrity and $$\epsilon $$ ϵ -close surface reconstructions. In contrast with similar approaches, our simple algorithm operates on an individual vertex basis. This allows for automated and seamless transitions between the optimization phases for rough shape approximation and fine detail reconstruction. Therefore, our proposed algorithm equals established techniques in terms of accuracy and robustness but supersedes them in terms of simplicity and better feature reconstruction, all controlled by a single parameter, the intended edge length. Due to the overall increased versatility of input scenarios and robustness of the assimilation, our technique furthermore generalizes multiple established approaches such as ballooning or shrink wrapping. Dennis R. Bukenberger, Hendrik P. A. Lensch |
Vis. Comput. | 2 |
| 2020 | Learning to Adapt Multi-View Stereo by Self-Supervision
Arijit Mallick, Jörg Stückler, Hendrik P. A. Lensch |
BMVC | 3 |
| 2020 | Two-Shot Spatially-Varying BRDF and Shape EstimationabstractCapturing the shape and spatially-varying appearance (SVBRDF) of an object from images is a challenging task that has applications in both computer vision and graphics. Traditional optimization-based approaches often need a large number of images taken from multiple views in a controlled environment. Newer deep learning-based approaches require only a few input images, but the reconstruction quality is not on par with optimization techniques. We propose a novel deep learning architecture with a stage-wise estimation of shape and SVBRDF. The previous predictions guide each estimation, and a joint refinement network later refines both SVBRDF and shape. We follow a practical mobile image capture setting and use unaligned two-shot flash and no-flash images as input. Both our two-shot image capture and network inference can run on mobile hardware. We also create a large-scale synthetic training dataset with domain-randomized geometry and realistic materials. Extensive experiments on both synthetic and real-world datasets show that our network trained on a synthetic dataset can generalize well to real-world images. Comparisons with recent approaches demonstrate the superior performance of the proposed approach. Mark Boss, Varun Jampani, Hendrik P. A. Lensch, Jan Kautz |
CVPR | 4 |
| 2020 | A Distributed Neural Network Architecture for Robust Non-Linear Spatio-Temporal Prediction
Matthias Karlbauer, Sebastian Otte, Hendrik P. A. Lensch, Thomas Scholten, Volker Wulfmeyer, Martin V. Butz |
ESANN | 3 |
| 2020 | Inferring, Predicting, and Denoising Causal Wave Dynamics
Matthias Karlbauer, Sebastian Otte, Hendrik P. A. Lensch, Thomas Scholten, Volker Wulfmeyer, Martin V. Butz |
ICANN (1) | 3 |
| 2020 | An unstructured lumigraph based approach to the SVBRDF estimation problem
Beatriz Trinchão Andrade, Benjamin Resch, Hendrik P. A. Lensch, Olga R. P. Bellon, Luciano Silva |
Comput. Graph. | 3 |
| 2020 | Robust fitting of parallax-aware mixtures for path guidingabstractEffective local light transport guiding demands for high quality guiding information, i.e., a precise representation of the directional incident radiance distribution at every point inside the scene. We introduce a parallax-aware distribution model based on parametric mixtures. By parallax-aware warping of the distribution, the local approximation of the 5D radiance field remains valid and precise across large spatial regions, even for close-by contributors. Our robust optimization scheme fits parametric mixtures to radiance samples collected in previous rendering passes. Robustness is achieved by splitting and merging of components refining the mixture. These splitting and merging decisions minimize and bound the expected variance of the local radiance estimator. In addition, we extend the fitting scheme to a robust, iterative update method, which allows for incremental training of our model using smaller sample batches. This results in more frequent training updates and, at the same time, significantly reduces the required sample memory footprint. The parametric representation of our model allows for the application of advanced importance sampling methods such as radiance-based, cosine-aware, and even product importance sampling. Our method further smoothly integrates next-event estimation (NEE) into path guiding, avoiding importance sampling of contributions better covered by NEE. The proposed robust fitting and update scheme, in combination with the parallax-aware representation, results in faster learning and lower variance compared to state-of-the-art path guiding approaches. Lukas Ruppert, Sebastian Herholz, Hendrik P. A. Lensch |
ACM Trans. Graph. | 3 |
| 2019 | Reflective and Fluorescent Separation Under Narrow-Band IlluminationabstractIn this paper, we address the separation of reflective and fluorescent components in RGB images taken under narrow-band light sources such as LEDs. First, we show that the fluorescent color per pixel can be estimated from at least two images under different light source colors, because the observed color at a surface point is represented by a convex combination of the light source color and the illumination-invariant fluorescent color. Second, we propose a method for robustly estimating the fluorescent color via MAP estimation by taking the prior knowledge with respect to fluorescent colors into consideration. We conducted a number of experiments by using both synthetic and real images, and confirmed that our proposed method works better than the closely related state-of-the-art method and enables us to separate reflective and fluorescent components even from a single image. Furthermore, we demonstrate that our method is effective for applications such as image-based material editing and relighting. Koji Koyamatsu, Daichi Hidaka, Takahiro Okabe, Hendrik P. A. Lensch |
CVPR | 4 |
| 2019 | Applying Visual Analytics to Physically Based RenderingabstractAbstract Physically based rendering is a well‐understood technique to produce realistic‐looking images. However, different algorithms exist for efficiency reasons, which work well in certain cases but fail or produce rendering artefacts in others. Few tools allow a user to gain insight into the algorithmic processes. In this work, we present such a tool, which combines techniques from information visualization and visual analytics with physically based rendering. It consists of an interactive parallel coordinates plot, with a built‐in sampling‐based data reduction technique to visualize the attributes associated with each light sample. Two‐dimensional (2D) and three‐dimensional (3D) heat maps depict any desired property of the rendering process. An interactively rendered 3D view of the scene displays animated light paths based on the user's selection to gain further insight into the rendering process. The provided interactivity enables the user to guide the rendering process for more efficiency. To show its usefulness, we present several applications based on our tool. This includes differential light transport visualization to optimize light setup in a scene, finding the causes of and resolving rendering artefacts, such as fireflies, as well as a path length contribution histogram to evaluate the efficiency of different Monte Carlo estimators. Gerard Simons, Sebastian Herholz, Victor Petitjean, Tobias Rapp, Marco Ament, Hendrik P. A. Lensch, Carsten Dachsbacher, Martin Eisemann, Elmar Eisemann |
Comput. Graph. Forum | 6 |
| 2019 | Volume Path Guiding Based on Zero-Variance Random Walk TheoryabstractThe efficiency of Monte Carlo methods, commonly used to render participating media, is directly linked to the manner in which random sampling decisions are made during path construction. Notably, path construction is influenced by scattering direction and distance sampling, Russian roulette, and splitting strategies. We present a consistent suite of volumetric path construction techniques where all these sampling decisions are guided by a cached estimate of the adjoint transport solution . The proposed strategy is based on the theory of zero-variance path sampling schemes, accounting for the spatial and directional variation in volumetric transport. Our key technical contribution, enabling the use of this approach in the context of volume light transport, is a novel guiding strategy for sampling the particle collision distance proportionally to the product of transmittance and the adjoint transport solution (e.g., in-scattered radiance). Furthermore, scattering directions are likewise sampled according to the product of the phase function and the incident radiance estimate. Combined with guided Russian roulette and splitting strategies tailored to volumes, we demonstrate about an order-of-magnitude error reduction compared to standard unidirectional methods. Consequently, our approach can render scenes otherwise intractable for such methods, while still retaining their simplicity (compared to, e.g., bidirectional methods). Sebastian Herholz, Oskar Elek, Derek Nowrouzezahrai, Hendrik P. A. Lensch, Jaroslav Krivánek |
ACM Trans. Graph. | 5 |
| 2018 | A Computational Camera with Programmable Optics for Snapshot High-Resolution Multispectral Imaging
Jieen Chen, Michael Hirsch 0001, Bernd Eberhardt, Hendrik P. A. Lensch |
ACCV (3) | 4 |
| 2018 | Flex-Convolution - Million-Scale Point-Cloud Learning Beyond Grid-Worlds
Fabian Groh, Patrick Wieschollek, Hendrik P. A. Lensch |
ACCV (1) | 3 |
| 2018 | Will People Like Your Image? Learning the Aesthetic SpaceabstractRating how aesthetically pleasing an image appears is a highly complex matter and depends on a large number of different visual factors. Previous work has tackled the aesthetic rating problem by ranking on a 1-dimensional rating scale, e.g., incorporating handcrafted attributes. In this paper, we propose a rather general approach to map aesthetic pleasingness with all its complexity into an automatically "aesthetic space" to allow for a highly fine-grained resolution. In detail, making use of deep learning, our method directly learns an encoding of a given image into this highdimensional feature space resembling visual aesthetics. In addition to the mentioned visual factors, differences in personal judgments have a substantial impact on the likeableness of a photograph. Nowadays, online platforms allow users to "like" or favor particular content with a single click. To incorporate a vast diversity of people, we make use of such multi-user agreements and assemble an extensive data set of 380K images (AROD) with associated meta information and derive a score to rate how visually pleasing a given photo is. We validate our derived model of aesthetics in a user study.Further, without any extra data labeling or handcrafted features, we achieve state-of-the-art accuracy on the AVA benchmark data set. Finally, as our approach is able to predict the aesthetic quality of any arbitrary image or video, we demonstrate our results on applications for resorting photo collections, capturing the best shot on mobile devices and aesthetic key-frame extraction from videos. Katharina Schwarz, Patrick Wieschollek, Hendrik P. A. Lensch |
WACV | 3 |
| 2018 | Hierarchical Quad Meshing of 3D Scanned SurfacesabstractAbstract In this paper we present a novel method to reconstruct watertight quad meshes on scanned 3D geometry. There exist many different approaches to acquire 3D information from real world objects and sceneries. Resulting point clouds depict scanned surfaces as sparse sets of positional information. A common downside is the lack of normals, connectivity or topological adjacency data which makes it difficult to actually recover a meaningful surface. The concept described in this paper is designed to reconstruct a surface mesh despite all this missing information. Even when facing varying sample density, our algorithm is still guaranteed to produce watertight manifold meshes featuring quad faces only. The topology can be set‐up to follow superimposed regular structures or align naturally to the point cloud's shape. Our proposed approach is based on an initial divide and conquer subsampling procedure: Surface samples are clustered in meaningful neighborhoods as leafs of a kd‐tree. A representative sample of the surface neighborhood is determined for each leaf using a spherical surface approximation. The hierarchical structure of the binary tree is utilized to construct a basic set of loose tiles and to interconnect them. As a final step, missing parts of the now coherent tile structure are filled up with an incremental algorithm for locally optimal gap closure. Disfigured or concave faces in the resulting mesh can be removed with a constrained smoothing operator. Dennis R. Bukenberger, Hendrik P. A. Lensch |
Comput. Graph. Forum | 2 |
| 2018 | Stereo-Consistent Contours in Object SpaceabstractAbstract Notebook scribbles, art or technical illustrations—line drawings are a simplistic method to visually communicate information. Automated line drawings often originate from virtual 3D models, but one cannot trivially experience their three‐dimensionality. This paper introduces a novel concept to produce stereo‐consistent line drawings of virtual 3D objects. Some contour lines do not only depend on an objects geometry, but also on the position of the observer. To accomplish consistency between multiple view positions, our approach exploits geometrical characteristics of 3D surfaces in object space. Established techniques for stereo‐consistent line drawings operate on rendered pixel images. In contrast, our pipeline operates in object space using vector geometry, which yields many advantages: The position of the final viewpoint(s) is flexible within a certain window even after the contour generation, e.g. a stereoscopic image pair is only one possible application. Such windows can be concatenated to simulate contours observed from an arbitrary camera path. Various types of popular contour generators can be handled equivalently, occlusions are natively supported and stylization based on geometry characteristics is also easily possible. Dennis R. Bukenberger, Katharina Schwarz, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2017 | Improved IR-Colorization using Adversarial Training and Estuary Networks
Matthias Limmer, Hendrik P. A. Lensch |
BMVC | 2 |
| 2017 | Learning Blind Motion DeblurringabstractAs handheld video cameras are now commonplace and available in every smartphone, images and videos can be recorded almost everywhere at anytime. However, taking a quick shot frequently yields a blurry result due to unwanted camera shake during recording or moving objects in the scene. Removing these artifacts from the blurry recordings is a highly ill-posed problem as neither the sharp image nor the motion blur kernel is known. Propagating information between multiple consecutive blurry observations can help restore the desired sharp image or video. In this work, we propose an efficient approach to produce a significant amount of realistic training data and introduce a novel recurrent network architecture to deblur frames taking temporal information into account, which can efficiently handle arbitrary spatial and temporal input sizes. Patrick Wieschollek, Michael Hirsch 0001, Bernhard Schölkopf, Hendrik P. A. Lensch |
ICCV | 4 |
| 2017 | Learning Robust Video Synchronization without AnnotationsabstractAligning video sequences is a fundamental yet still unsolved component for a broad range of applications in computer graphics and vision. Most classical image processing methods cannot be directly applied to related video problems due to the high amount of underlying data and their limit to small changes in appearance. We present a scalable and robust method for computing a non-linear temporal video alignment. The approach autonomously manages its training data for learning a meaningful representation in an iterative procedure each time increasing its own knowledge. It leverages on the nature of the videos themselves to remove the need for manually created labels. While previous alignment methods similarly consider weather conditions, season and illumination, our approach is able to align videos from data recorded months apart. Patrick Wieschollek, Ido Freeman, Hendrik P. A. Lensch |
ICMLA | 3 |
| 2016 | Real Time Direct Visual Odometry for Flexible Multi-camera Rigs
Benjamin Resch, Hendrik P. A. Lensch |
ACCV (4) | 3 |
| 2016 | Auto-Illustrating Poems and Songs with Style
Katharina Schwarz, Tamara L. Berg, Hendrik P. A. Lensch |
ACCV (4) | 3 |
| 2016 | End-to-End Learning for Image Burst Deblurring
Patrick Wieschollek, Bernhard Schölkopf, Hendrik P. A. Lensch, Michael Hirsch 0001 |
ACCV (4) | 3 |
| 2016 | Efficient Large-Scale Approximate Nearest Neighbor Search on the GPUabstractWe present a new approach for efficient approximate nearest neighbor (ANN) search in high dimensional spaces, extending the idea of Product Quantization. We propose a two level product and vector quantization tree that reduces the number of vector comparisons required during tree traversal. Our approach also includes a novel highly parallelizable re-ranking method for candidate vectors by efficiently reusing already computed intermediate values. Due to its small memory footprint during traversal the method lends itself to an efficient, parallel GPU implementation. This Product Quantization Tree (PQT) approach significantly outperforms recent state of the art methods for high dimensional nearest neighbor queries on standard reference datasets. Ours is the first work that demonstrates GPU performance superior to CPU performance on high dimensional, large scale ANN problems in time-critical real-world applications, like loop-closing in videos. Patrick Wieschollek, Oliver Wang, Alexander Sorkine-Hornung, Hendrik P. A. Lensch |
CVPR | 4 |
| 2016 | Infrared Colorization Using Deep Convolutional Neural NetworksabstractThis paper proposes a method for transferring the RGB color spectrum to near-infrared (NIR) images using deep multi-scale convolutional neural networks. A direct and integrated transfer between NIR and RGB pixels is trained. The trained model does not require any user guidance or a reference image database in the recall phase to produce images with a natural appearance. To preserve the rich details of the NIR image, its high frequency features are transferred to the estimated RGB image. The presented approach is trained and evaluated on a real-world dataset containing a large amount of road scene images in summer. The dataset was captured by a multi-CCD NIR/RGB camera, which ensures a perfect pixel to pixel registration. Matthias Limmer, Hendrik P. A. Lensch |
ICMLA | 2 |
| 2016 | Learning where to search using visual attentionabstractOne of the central tasks for a household robot is searching for specific objects. It does not only require localizing the target object but also identifying promising search locations in the scene if the target is not immediately visible. As computation time and hardware resources are usually limited in robotics, it is desirable to avoid expensive visual processing steps that are exhaustively applied over the entire image. The human visual system can quickly select those image locations that have to be processed in detail for a given task. This allows us to cope with huge amounts of information and to efficiently deploy the limited capacities of our visual system. In this paper, we therefore propose to use human fixation data to train a top-down saliency model that predicts relevant image locations when searching for specific objects. We show that the learned model can successfully prune bounding box proposals without rejecting the ground truth object locations. In this aspect, the proposed model outperforms a model that is trained only on the ground truth segmentations of the target object instead of fixation data. Alina Kloss, Daniel Kappler, Hendrik P. A. Lensch, Martin V. Butz, Stefan Schaal, Jeannette Bohg |
IROS | 3 |
| 2016 | Product Importance Sampling for Light Transport Path GuidingabstractThe efficiency of Monte Carlo algorithms for light transport simulation is directly related to their ability to importance-sample the product of the illumination and reflectance in the rendering equation. Since the optimal sampling strategy would require knowledge about the transport solution itself, importance sampling most often follows only one of the known factors – BRDF or an approximation of the incident illumination. To address this issue, we propose to represent the illumination and the reflectance factors by the Gaussian mixture model (GMM), which we fit by using a combination of weighted expectation maximization and non-linear optimization methods. The GMM representation then allows us to obtain the resulting product distribution for importance sampling on-the-fly at each scene point. For its efficient evaluation and sampling we preform an up-front adaptive decimation of both factor mixtures. In comparison to state-of-the-art sampling methods, we show that our product importance sampling can lead to significantly better convergence in scenes with complex illumination and reflectance. Sebastian Herholz, Oskar Elek, Jirí Vorba, Hendrik P. A. Lensch, Jaroslav Krivánek |
Comput. Graph. Forum | 4 |
| 2015 | Scalable structure from motion for densely sampled videosabstractVideos consisting of thousands of high resolution frames are challenging for existing structure from motion (SfM) and simultaneous-localization and mapping (SLAM) techniques. We present a new approach for simultaneously computing extrinsic camera poses and 3D scene structure that is capable of handling such large volumes of image data. The key insight behind this paper is to effectively exploit coherence in densely sampled video input. Our technical contributions include robust tracking and selection of confident video frames, a novel window bundle adjustment, frame-to-structure verification for globally consistent reconstructions with multi-loop closing, and utilizing efficient global linear camera pose estimation in order to link both consecutive and distant bundle adjustment windows. To our knowledge we describe the first system that is capable of handling high resolution, high frame-rate video data with close to real-time performance. In addition, our approach can robustly integrate data from different video sequences, allowing multiple video streams to be simultaneously calibrated in an efficient and globally optimal way. We demonstrate high quality alignment on large scale challenging datasets, e.g., 2-20 megapixel resolution at frame rates of 25-120 Hz with thousands of frames. Benjamin Resch, Hendrik P. A. Lensch, Oliver Wang, Marc Pollefeys, Alexander Sorkine-Hornung |
CVPR | 2 |
| 2015 | Scene-Based Non-uniformity Correction with Readout Noise Compensation
Martin Bürker, Hendrik P. A. Lensch |
PSIVT | 2 |
| 2014 | Multi-View Depth Map Estimation With Cross-View Consistency
Benjamin Resch, Hendrik P. A. Lensch |
BMVC | 3 |
| 2014 | Anamorphic pixels for multi-channel superresolutionabstractSuperresolution from plenoptic cameras or camera arrays is usually treated similarly to superresolution from video streams. However, the transformation between the low-resolution views can be determined precisely from camera geometry and parallax. Furthermore, as each low-resolution image originates from a unique physical camera, its sampling properties can also be unique. We exploit this option with a custom design of either the optics or the sensor pixels. This design makes sure that the sampling matrix of the complete system is always well-formed, enabling robust and high-resolution image reconstruction. We show that simply changing the pixel aspect ratio from square to anamorphic is sufficient to achieve that goal, as long as each camera has a unique aspect ratio. We support this claim with theoretical analysis and image reconstruction of real images. We derive the optimal aspect ratios for sets of 2 or 4 cameras. Finally, we verify our solution with a camera system using an anamorphic lens. Alexander Oberdörster, Paolo Favaro, Hendrik P. A. Lensch |
ICCP | 3 |
| 2014 | Local Image Feature Matching Improvements for Omnidirectional Camera SystemsabstractThe matching of oriented local image feature descriptors like SIFT, SURF or ORB often includes the refinement and filtering of matches based on the relative orientation of the features. This is important since the computational cost for subsequent tasks like camera pose estimation or object detection increases dramatically with the number of outliers. Simple 2D orientation descriptions are unsuitable for Omni directional images because of image distortions and non-monotonic mapping from camera rotations to image rotations. In this work we introduce 3D orientation descriptors which, unlike 2D descriptors, are suitable for match refinement on Omni directional images and improve matching results on images from cameras and camera rigs with a wide field of view. We evaluate different match refinement strategies based on 2D and 3D orientations and show the fundamental advantages of our approach. Benjamin Resch, Jochen Lang 0001, Hendrik P. A. Lensch |
ICPR | 3 |
| 2014 | On Near Optimal Lattice Quantization of Multi-Dimensional Data PointsabstractAbstract One of the most elementary application of a lattice is the quantization of real‐valued s‐dimensional vectors into finite bit precision to make them representable by a digital computer. Most often, the simple s‐dimensional regular grid is used for this task where each component of the vector is quantized individually. However, it is known that other lattices perform better regarding the average quantization error. A rank‐1 lattices is a special type of lattice, where the lattice points can be described by a single s‐dimensional generator vector. Further, the number of points inside the unit cube [0, 1)s is arbitrary and can be directly enumerated by a single one‐dimensional integer value. By choosing a suitable generator vector the minimum distance between the lattice points can be maximized which, as we show, leads to a nearly optimal mean quantization error. We present methods for finding parameters for s‐dimensional maximized minimum distance rank‐1 lattices and further show their practical use in computer graphics applications. Manuel Finckh, Holger Dammertz, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2013 | Intuitive visualization of vehicle distance, velocity and risk potential in rear-view camera applicationsabstractMany serious collisions on highways happen while changing lanes. One of the main causes for these accidents is the driver's incorrect assessment of the current rear traffic situation. To support the driver, we propose a framework to intuitively visualize distance, speed and risk potential of approaching vehicles in a rear-view camera application. The proposed visualization techniques are based on color coding, artificial motion blur and depth-of-field rendering, which are motivated by sensory effects of the human eye and interpreted intuitively by the human visual system. The impact on the human assessment of the moving speed of an object rendered with artificial motion enhancement is evaluated in a user study. The required distance and motion estimation of the vehicles are extracted out of monocular video images, by combining lane recognition, vehicle detection and segmentation machine vision algorithms. Christoph Rößing, Axel Reker, Michael Gabb, Klaus Dietmayer, Hendrik P. A. Lensch |
Intelligent Vehicles Symposium | 5 |
| 2012 | Scale Robust Multi View Stereo
Christian Bailer, Manuel Finckh, Hendrik P. A. Lensch |
ECCV (3) | 3 |
| 2012 | Real-Time Disparity Map-Based Pictorial Depth Cue EnhancementabstractAbstract The availability of stereoscopic image material is increasing rapidly. In contrast to the generation of distance information, displaying it is still a challenging task. To overcome the need for special 3D display hardware, we present a novel real‐time video processing framework‐based on edge‐avoiding à trous wavelets. The framework adds and emphasizes monocular depth cues corresponding to the depth information of a supplemental disparity map. This creates a compelling depth sensation on 2D display devices. The framework enhances multiple depth cues in parallel, such as depth of field, local contrast, ambient occlusion and saturation. At the same time, it improves the disparity map quality. Depth cues control how a human explores an image, since the perception of distance is coupled to visual attention. The presented work demonstrates the effectiveness of the proposed framework in guiding the viewer, without destroying the image content, by evaluating the performance in search‐and‐find tasks. A user study analyzes the connection between faster response times and the boosting of particular monocular depth cues. Christoph Rößing, Johannes Hanika, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2011 | Edge-Optimized À-Trous Wavelets for Local Contrast Enhancement with Robust DenoisingabstractAbstract In this paper we extend the edge‐avoiding à‐trous wavelet transform for local contrast enhancement while avoiding common artifacts such as halos and gradient reversals. We show that this algorithm is a highly efficient and robust tool for image manipulation based on multi‐scale decompositions. It can achieve comparable results to previous high‐quality methods while being orders of magnitude faster and simpler to implement. Our method is much more robust than previously known fast methods by avoiding aliasing and ringing which is achieved by introducing a data‐adaptive edge weight. Operating on multi‐scale, our algorithm can directly include the BayesShrink method for denoising. For moderate noise levels our edge‐optimized technique consistently improves separation of signal and noise. Johannes Hanika, Holger Dammertz, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2011 | Dynamic Display of BRDFsabstractAbstract This paper deals with the challenge of physically displaying reflectance, i.e., the appearance of a surface and its variation with the observer position and the illuminating environment. This is commonly described by the bidirectional reflectance distribution function (BRDF). We provide a catalogue of criteria for the display of BRDFs, and sketch a few orthogonal approaches to solving the problem in an optically passive way. Our specific implementation is based on a liquid surface, on which we excite waves in order to achieve a varying degree of anisotropic roughness. The resulting probability density function of the surface normal is shown to follow a Gaussian distribution similar to most established BRDF models. Matthias B. Hullin, Hendrik P. A. Lensch, Ramesh Raskar, Hans-Peter Seidel, Ivo Ihrke |
Comput. Graph. Forum | 2 |
| 2011 | General Spectral Camera Lens SimulationabstractAbstract We present a camera lens simulation model capable of producing advanced photographic phenomena in a general spectral Monte Carlo image rendering system. Our approach incorporates insights from geometrical diffraction theory, from optical engineering and from glass science. We show how to efficiently simulate all five monochromatic aberrations, spherical and coma aberration, astigmatism, field curvature and distortion. We also consider chromatic aberration, lateral colour and aperture diffraction. The inclusion of Fresnel reflection generates correct lens flares and we present an optimized sampling method for path generation. B. Steinert, Holger Dammertz, Johannes Hanika, Hendrik P. A. Lensch |
Comput. Graph. Forum | 4 |
| 2010 | Optimal HDR reconstruction with linear digital camerasabstractGiven a multi-exposure sequence of a scene, our aim is to recover the absolute irradiance falling onto a linear camera sensor. The established approach is to perform a weighted average of the scaled input exposures. However, there is no clear consensus on the appropriate weighting to use. We propose a weighting function that produces statistically optimal estimates under the assumption of compound-Gaussian noise. Our weighting is based on a calibrated camera model that accounts for all noise sources. This model also allows us to simultaneously estimate the irradiance and its uncertainty. We evaluate our method on simulated and real world photographs, and show that we consistently improve the signal-to-noise ratio over previous approaches. Finally, we show the effectiveness of our model for optimal exposure sequence selection and HDR image denoising. Miguel Granados, Boris Ajdin, Michael Wand 0001, Christian Theobalt, Hans-Peter Seidel, Hendrik P. A. Lensch |
CVPR | 6 |
| 2010 | Geometry Construction from Caustic Images
Manuel Finckh, Holger Dammertz, Hendrik P. A. Lensch |
ECCV (5) | 3 |
| 2010 | Two-level ray tracing with reordering for highly complex scenes
Johannes Hanika, Alexander Keller 0001, Hendrik P. A. Lensch |
Graphics Interface | 3 |
| 2010 | Text-to-Video: Story Illustration from Online Photo Collections
Katharina Schwarz, Pavel Rojtberg, Joachim Caspar, Iryna Gurevych, Michael Goesele, Hendrik P. A. Lensch |
KES (4) | 6 |
| 2010 | Real-time temporal shaping of high-speed video streams
Martin Fuchs 0001, Tongbo Chen, Oliver Wang, Ramesh Raskar, Hans-Peter Seidel, Hendrik P. A. Lensch |
Comput. Graph. | 6 |
| 2010 | Progressive Point-Light-Based Global IlluminationabstractAbstract We present a physically based progressive global illumination system that is capable of simulating complex lighting situations robustly by efficiently using both light and eye paths. Specifically, we combine three distinct algorithms: point‐light‐based illumination which produces low‐noise approximations for diffuse inter‐reflections, specular gathering for glossy and singular effects and a caustic histogram method for the remaining light paths. The combined system efficiently renders low‐noise production quality images with indirect illumination from arbitrary light sources including inter‐reflections from caustics and allows for simulating depth of field and dispersion effects. Our system computes progressive approximations by continuously refining the solution using a constant memory footprint without the need of pre‐computations or optimizing parameters beforehand. Holger Dammertz, Alexander Keller 0001, Hendrik P. A. Lensch |
Comput. Graph. Forum | 3 |
| 2010 | Transparent and Specular Object ReconstructionabstractAbstract This state of the art report covers reconstruction methods for transparent and specular objects or phenomena. While the 3D acquisition of opaque surfaces with Lambertian reflectance is a well‐studied problem, transparent, refractive, specular and potentially dynamic scenes pose challenging problems for acquisition systems. This report reviews and categorizes the literature in this field. Despite tremendous interest in object digitization, the acquisition of digital models of transparent or specular objects is far from being a solved problem. On the other hand, real‐world data is in high demand for applications such as object modelling, preservation of historic artefacts and as input to data‐driven modelling techniques. With this report we aim at providing a reference for and an introduction to the field of transparent and specular object reconstruction. We describe acquisition approaches for different classes of objects. Transparent objects/phenomena that do not change the straight ray geometry can be found foremost in natural phenomena. Refraction effects are usually small and can be considered negligible for these objects. Phenomena as diverse as fire, smoke, and interstellar nebulae can be modelled using a straight ray model of image formation. Refractive and specular surfaces on the other hand change the straight rays into usually piecewise linear ray paths, adding additional complexity to the reconstruction problem. Translucent objects exhibit significant sub‐surface scattering effects rendering traditional acquisition approaches unstable. Different classes of techniques have been developed to deal with these problems and good reconstruction results can be achieved with current state‐of‐the‐art techniques. However, the approaches are still specialized and targeted at very specific object classes. We classify the existing literature and hope to provide an entry point to this exiting field. Ivo Ihrke, Kiriakos N. Kutulakos, Hendrik P. A. Lensch, Marcus A. Magnor, Wolfgang Heidrich |
Comput. Graph. Forum | 3 |
| 2010 | The Frankencamera: an experimental platform for computational photographyabstractAlthough there has been much interest in computational photography within the research and photography communities, progress has been hampered by the lack of a portable, programmable camera with sufficient image quality and computing power. To address this problem, we have designed and implemented an open architecture and API for such cameras: the Frankencamera. It consists of a base hardware specification, a software stack based on Linux, and an API for C++. Our architecture permits control and synchronization of the sensor and image processing pipeline at the microsecond time scale, as well as the ability to incorporate and synchronize external hardware like lenses and flashes. This paper specifies our architecture and API, and it describes two reference implementations we have built. Using these implementations we demonstrate six computational photography applications: HDR viewfinding and capture, low-light viewfinding and capture, automated acquisition of extended dynamic range panoramas, foveal imaging, IMU-based hand shake detection, and rephotography. Our goal is to standardize the architecture and distribute Frankencameras to researchers and students, as a step towards creating a community of photographer-programmers who develop algorithms, applications, and hardware for computational cameras. Andrew Adams, David E. Jacobs, Jennifer Dolson, Marius Tico, Kari Pulli, Eino-Ville Talvala, Boris Ajdin, Daniel A. Vaquero, Hendrik P. A. Lensch, Mark Horowitz, Sung Hee Park, Natasha Gelfand, Jongmin Baek, Wojciech Matusik, Marc Levoy |
ACM Trans. Graph. | 9 |
| 2010 | Acquisition and analysis of bispectral bidirectional reflectance and reradiation distribution functionsabstractIn fluorescent materials, light from a certain band of incident wavelengths is reradiated at longer wavelengths, i.e., with a reduced per-photon energy. While fluorescent materials are common in everyday life, they have received little attention in computer graphics. Especially, no bidirectional reradiation measurements of fluorescent materials have been available so far. In this paper, we extend the well-known concept of the bidirectional reflectance distribution function (BRDF) to account for energy transfer between wavelengths, resulting in a Bispectral Bidirectional Reflectance and Reradiation Distribution Function (bispectral BRRDF). Using a bidirectional and bispectral measurement setup, we acquire reflectance and reradiation data of a variety of fluorescent materials, including vehicle paints, paper and fabric, and compare their renderings with RGB, RGBxRGB, and spectral BRDFs. Our acquisition is guided by a principal component analysis on complete bispectral data taken under a sparse set of angles. We show that in order to faithfully reproduce the full bispectral information for all other angles, only a very small number of wavelength pairs needs to be measured at a high angular resolution. Matthias B. Hullin, Johannes Hanika, Boris Ajdin, Hans-Peter Seidel, Jan Kautz, Hendrik P. A. Lensch |
ACM Trans. Graph. | 6 |
| 2009 | Relighting objects from image collectionsabstractWe present an approach for recovering the reflectance of a static scene with known geometry from a collection of images taken under distant, unknown illumination. In contrast to previous work, we allow the illumination to vary between the images, which greatly increases the applicability of the approach. Using an all-frequency relighting framework based on wavelets, we are able to simultaneously estimate the per-image incident illumination and the persurface point reflectance. The wavelet framework allows for incorporating various reflection models. We demonstrate the quality of our results for synthetic test cases as well as for several datasets captured under laboratory conditions. Combined with multi-view stereo reconstruction, we are even able to recover the geometry and reflectance of a scene solely using images collected from the Internet. Tom Haber, Christian Fuchs 0004, Philippe Bekaert, Hans-Peter Seidel, Michael Goesele, Hendrik P. A. Lensch |
CVPR | 6 |
| 2009 | Tempest in a Teapot: Compromising Reflections RevisitedabstractReflecting objects such as tea pots and glasses, but also diffusely reflecting objects such as a user's shirt, can be used to spy on confidential data displayed on a monitor. First, we show how reflections in the user's eye can be exploited for spying on confidential data. Second, we investigate to what extent monitor images can be reconstructed from the diffuse reflections on a wall or the user's clothes, and provide information-theoretic bounds limiting this type of attack. Third, we evaluate the effectiveness of several countermeasures. This substantially improves previous work (Backes et al., IEEE Symposium on Security & Privacy, 2008). Michael Backes 0001, Tongbo Chen, Markus Dürmuth, Hendrik P. A. Lensch, Martin Welk |
SP | 4 |
| 2009 | Textures on Rank-1 LatticesabstractAbstract Storing textures on orthogonal tensor product lattices is predominant in computer graphics, although it is known that their sampling efficiency is not optimal. In two dimensions, the hexagonal lattice provides the maximum sampling efficiency. However, handling these lattices is difficult, because they are not able to tile an arbitrary rectangular region and have an irrational basis. By storing textures on rank‐1 lattices, we resolve both problems: Rank‐1 lattices can closely approximate hexagonal lattices, while all coordinates of the lattice points remain integer. At identical memory footprint texture quality is improved as compared to traditional orthogonal tensor product lattices due to the higher sampling efficiency. We introduce the basic theory of rank‐1 lattice textures and present an algorithmic framework which easily can be integrated into existing off‐line and real‐time rendering systems. Sabrina Dammertz, Holger Dammertz, Alexander Keller 0001, Hendrik P. A. Lensch |
Comput. Graph. Forum | 4 |
| 2009 | Printing spatially-varying reflectanceabstractAlthough real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a complete system that uses appropriate inks and foils to print documents with a variety of material properties. Given a set of inks with known Bidirectional Reflectance Distribution Functions (BRDFs), our system automatically finds the optimal linear combinations to approximate the BRDFs of the target documents. Novel gamut-mapping algorithms preserve the relative glossiness between different BRDFs, and halftoning is used to produce patterns to be sent to the printer. We demonstrate the effectiveness of this approach with printed samples of a number of measured spatially-varying BRDFs. Wojciech Matusik, Boris Ajdin, Jinwei Gu, Jason Lawrence, Hendrik P. A. Lensch, Fabio Pellacini, Szymon Rusinkiewicz |
ACM Trans. Graph. | 5 |
| 2008 | Demosaicing by smoothing along 1D featuresabstractMost digital cameras capture color pictures in the form of an image mosaic, recording only one color channel at each pixel position. Therefore, an interpolation algorithm needs to be applied to reconstruct the missing color information. In this paper we present a novel Bayer pattern demosaicing approach, employing stochastic global optimization performed on a pixel neighborhood. We are minimizing a newly developed cost function that increases smoothness along one-dimensional image features. While previous algorithms have been developed focusing on LDR images only, our optimization scheme and the underlying cost function are designed to handle both LDR and HDR images, creating less demosaicing artifacts, compared to previous approaches. Boris Ajdin, Matthias B. Hullin, Christian Fuchs 0004, Hans-Peter Seidel, Hendrik P. A. Lensch |
CVPR | 5 |
| 2008 | Modulated phase-shifting for 3D scanningabstractWe present a new 3D scanning method using modulated phase-shifting. Optical scanning of complex objects or scenes with significant global light transport, such as subsurface scattering, interreflections, volumetric scattering, etc. is a difficult task since the direct surface reflection will be mixed with the global illumination. The direct and global components can be effficiently separated using high frequency illumination which to some extend is done in traditional phase-shifting for 3D scanning. In this paper we introduce the concept of modulation based separation where a high frequency signal is multiplied on top of other signal. The modulated signal inherits the good separation properties of the high frequency signal and allows for removing artifacts due to global illumination. This technique can be used to clean up arbitrary projected signals, e.g. photographs as well as the sinusoid patterns used for phase-shifting. For the modulated phase-shifting, we propose a two-pass separation method exploiting high frequency patterns in two-dimensions that can filter out the global components much more completely than traditional one-pass separation methods. We demonstrate the effectiveness of our approach on a couple of scenes with significant subsurface scattering and interreflections. Tongbo Chen, Hans-Peter Seidel, Hendrik P. A. Lensch |
CVPR | 3 |
| 2008 | Background estimation from non-time sequence images
Miguel Granados, Hans-Peter Seidel, Hendrik P. A. Lensch |
Graphics Interface | 3 |
| 2008 | Combining Confocal Imaging and DescatteringabstractAbstract In translucent objects, light paths are affected by multiple scattering, which is polluting any observation. Confocal imaging reduces the influence of such global illumination effects by carefully focusing illumination and viewing rays from a large aperture to a specific location within the object volume. The selected light paths still contain some global scattering contributions, though. Descattering based on high frequency illumination serves the same purpose. It removes the global component from observed light paths. We demonstrate that confocal imaging and descattering are orthogonal and propose a novel descattering protocol that analyzes the light transport in a neighborhood of light transport paths. In combination with confocal imaging, our descattering method achieves optical sectioning in translucent media with higher contrast and better resolution. Christian Fuchs 0004, Michael Heinz 0001, Marc Levoy, Hans-Peter Seidel, Hendrik P. A. Lensch |
Comput. Graph. Forum | 5 |
| 2008 | Towards passive 6D reflectance field displaysabstractTraditional flat screen displays present 2D images. 3D and 4D displays have been proposed making use of lenslet arrays to shape a fixed outgoing light field for horizontal or bidirectional parallax. In this article, we present different designs of multi-dimensional displays which passively react to the light of the environment behind. The prototypes physically implement a reflectance field and generate different light fields depending on the incident illumination, for example light falling through a window. We discretize the incident light field using an optical system, and modulate it with a 2D pattern, creating a flat display which is view and illumination-dependent. It is free from electronic components. For distant light and a fixed observer position, we demonstrate a passive optical configuration which directly renders a 4D reflectance field in the real-world illumination behind it. We further propose an optical setup that allows for projecting out different angular distributions depending on the incident light direction. Combining multiple of these devices we build a display that renders a 6D experience, where the incident 2D illumination influences the outgoing light field, both in the spatial and in the angular domain. Possible applications of this technology are time-dependent displays driven by sunlight, object virtualization and programmable light benders / ray blockers without moving parts. Martin Fuchs 0001, Ramesh Raskar, Hans-Peter Seidel, Hendrik P. A. Lensch |
ACM Trans. Graph. | 4 |
| 2008 | Fluorescent immersion range scanningabstractThe quality of a 3D range scan should not depend on the surface properties of the object. Most active range scanning techniques, however, assume a diffuse reflector to allow for a robust detection of incident light patterns. In our approach we embed the object into a fluorescent liquid. By analyzing the light rays that become visible due to fluorescence rather than analyzing their reflections off the surface, we can detect the intersection points between the projected laser sheet and the object surface for a wide range of different materials. For transparent objects we can even directly depict a slice through the object in just one image by matching its refractive index to the one of the embedding liquid. This enables a direct sampling of the object geometry without the need for computational reconstruction. This way, a high-resolution 3D volume can be assembled simply by sweeping a laser plane through the object. We demonstrate the effectiveness of our light sheet range scanning approach on a set of objects manufactured from a variety of materials and material mixes, including dark, translucent and transparent objects. Matthias B. Hullin, Martin Fuchs 0001, Ivo Ihrke, Hans-Peter Seidel, Hendrik P. A. Lensch |
ACM Trans. Graph. | 5 |
| 2007 | Polarization and Phase-Shifting for 3D Scanning of Translucent ObjectsabstractTranslucent objects pose a difficult problem for traditional structured light 3D scanning techniques. Subsurface scattering corrupts the range estimation in two ways: by drastically reducing the signal-to-noise ratio and by shifting the intensity peak beneath the surface to a point which does not coincide with the point of incidence. In this paper we analyze and compare two descattering methods in order to obtain reliable 3D coordinates for translucent objects. By using polarization-difference imaging, subsurface scattering can be filtered out because multiple scattering randomizes the polarization direction of light while the surface reflectance partially keeps the polarization direction of the illumination. The descattered reflectance can be used for reliable 3D reconstruction using traditional optical 3D scanning techniques, such as structured light. Phase-shifting is another effective descattering technique if the frequency of the projected pattern is sufficiently high. We demonstrate the performance of these two techniques and the combination of them on scanning real-world translucent objects. Tongbo Chen, Hendrik P. A. Lensch, Christian Fuchs 0004, Hans-Peter Seidel |
CVPR | 2 |
| 2007 | Superresolution Reflectance Fields: Synthesizing images for intermediate light directionsabstractAbstract Captured reflectance fields tend to provide a relatively coarse sampling of the incident light directions. As a result, sharp illumination features, such as highlights or shadow boundaries, are poorly reconstructed during relighting; highlights are disconnected, and shadows show banding artefacts. In this paper, we propose a novel interpolation technique for 4D reflectance fields that reconstructs plausible images even for non‐observed light directions. Given a sparsely sampled reflectance field, we can effectively synthesize images as they would have been obtained from denser sampling. The processing pipeline consists of three steps: (1) segmentation of regions where intermediate lighting cannot be obtained by blending, (2) appropriate flow algorithms for highlights and shadows, plus (3) a final reconstruction technique that uses image‐based priors to faithfully correct errors that might be introduced by the segmentation or flow step. The algorithm reliably reproduces scenes that contain specular highlights, interreflections, shadows or caustics. Martin Fuchs 0001, Hendrik P. A. Lensch, Volker Blanz, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2007 | Adaptive sampling of reflectance fieldsabstractImage-based relighting achieves high quality in rendering, but it requires a large number of measurements of the reflectance field. This article discusses sampling techniques that improve on the trade-offs between measurement effort and reconstruction quality. Specifically, we (i) demonstrate that sampling with point lights and from a sparse set of incoming light directions creates artifacts which can be reduced significantly by employing extended light sources for sampling, (ii) propose a sampling algorithm which incrementally chooses light directions adapted to the properties of the reflectance field being measured, thus capturing significant features faster than fixed-pattern sampling, and (iii) combine reflectance fields from two different light domain resolutions. We present an automated measurement setup for well-defined angular distributions of the incident, indirect illumination. It is based on programmable spotlights with controlled aperture that illuminate the walls around the scene. Martin Fuchs 0001, Volker Blanz, Hendrik P. A. Lensch, Hans-Peter Seidel |
ACM Trans. Graph. | 3 |
| 2007 | Seeing People in Different Light-Joint Shape, Motion, and Reflectance CaptureabstractBy means of passive optical motion capture, real people can be authentically animated and photo-realistically textured. To import real-world characters into virtual environments, however, surface reflectance properties must also be known. We describe a video-based modeling approach that captures human shape and motion as well as reflectance characteristics from a handful of synchronized video recordings. The presented method is able to recover spatially varying surface reflectance properties of clothes from multiview video footage. The resulting model description enables us to realistically reproduce the appearance of animated virtual actors under different lighting conditions, as well as to interchange surface attributes among different people, e.g., for virtual dressing. Our contribution can be used to create 3D renditions of real-world people under arbitrary novel lighting conditions on standard graphics hardware. Christian Theobalt, Naveed Ahmed 0001, Hendrik P. A. Lensch, Marcus A. Magnor, Hans-Peter Seidel |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2006 | Symmetric Photography: Exploiting Data-sparseness in Reflectance FieldsabstractWe present a novel technique called symmetric photography to capture real world reflectance fields. The technique models the 8D reflectance field as a transport matrix between the 4D incident light field and the 4D exitant light field. It is a challenging task to acquire this transport matrix due to its large size. Fortunately, the transport matrix is symmetric and often data-sparse. Symmetry enables us to measure the light transport from two sides simultaneously, from the illumination directions and the view directions. Data-sparseness refers to the fact that sub-blocks of the matrix can be well approximated using low-rank representations. We introduce the use of hierarchical tensors as the underlying data structure to capture this data-sparseness, specifically through local rank-1 factorizations of the transport matrix. Besides providing an efficient representation for storage, it enables fast acquisition of the approximated transport matrix and fast rendering of images from the captured matrix. Our prototype acquisition system consists of an array of mirrors and a pair of coaxial projector and camera.We demonstrate the effectiveness of our system with scenes rendered from reflectance fields that were captured by our system. In these renderings we can change the viewpoint as well as relight using arbitrary incident light fields. Eino-Ville Talvala, Marc Levoy, Hendrik P. A. Lensch |
Rendering Techniques | 4 |
| 2006 | Automatic Multiperspective ImagesabstractMultiperspective images generated from a collection of photographs or a videostream can be used to effectively summarize long, roughly planar scenes such as city streets. The final image will span a larger field of view than any single input image. However, common projections used to make these images, including cross-slits and pushbroom projections, may suffer from depth-related distortions in non-planar scenes. In this paper, we use an aspect-ratio distortion metric to compare these images to standard perspective projections. By minimizing this error metric we can automatically define the picture surface and viewpoints of a multiperspective image that reduces distortion artifacts. This optimization requires only a coarse estimate of scene geometry which can be provided as a depth map or a 2D spatial importance map defining interesting parts of the scene. These maps can be automatically constructed in most cases, allowing rapid generation of images of very long scenes. Augusto Román, Hendrik P. A. Lensch |
Rendering Techniques | 2 |
| 2005 | 3D acquisition of mirroring objects using striped patterns
Marco Tarini, Hendrik P. A. Lensch, Michael Goesele, Hans-Peter Seidel |
Graph. Model. | 2 |
| 2005 | Dual photographyabstractWe present a novel photographic technique called dual photography, which exploits Helmholtz reciprocity to interchange the lights and cameras in a scene. With a video projector providing structured illumination, reciprocity permits us to generate pictures from the viewpoint of the projector, even though no camera was present at that location. The technique is completely image-based, requiring no knowledge of scene geometry or surface properties, and by its nature automatically includes all transport paths, including shadows, inter-reflections and caustics. In its simplest form, the technique can be used to take photographs without a camera; we demonstrate this by capturing a photograph using a projector and a photo-resistor. If the photo-resistor is replaced by a camera, we can produce a 4D dataset that allows for relighting with 2D incident illumination. Using an array of cameras we can produce a 6D slice of the 8D reflectance field that allows for relighting with arbitrary light fields. Since an array of cameras can operate in parallel without interference, whereas an array of light sources cannot, dual photography is fundamentally a more efficient way to capture such a 6D dataset than a system based on multiple projectors and one camera. As an example, we show how dual photography can be used to capture and relight scenes. Pradeep Sen, Billy Chen, Steve Marschner, Mark Horowitz, Marc Levoy, Hendrik P. A. Lensch |
ACM Trans. Graph. | 7 |
| 2005 | Reflectance from Images: A Model-Based Approach for Human FacesabstractIn this paper, we present an image-based framework that acquires the reflectance properties of a human face. A range scan of the face is not required. Based on a morphable face model, the system estimates the 3D shape and establishes point-to-point correspondence across images taken from different viewpoints and across different individuals' faces. This provides a common parameterization of all reconstructed surfaces that can be used to compare and transfer BRDF data between different faces. Shape estimation from images compensates deformations of the face during the measurement process, such as facial expressions. In the common parameterization, regions of homogeneous materials on the face surface can be defined a priori. We apply analytical BRDF models to express the reflectance properties of each region and we estimate their parameters in a least-squares fit from the image data. For each of the surface points, the diffuse component of the BRDF is locally refined, which provides high detail. We present results for multiple analytical BRDF models, rendered at novel orientations and lighting conditions. Martin Fuchs 0001, Volker Blanz, Hendrik P. A. Lensch, Hans-Peter Seidel |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2005 | Textures revisited
Hitoshi Yamauchi, Hendrik P. A. Lensch, Jörg Haber, Hans-Peter Seidel |
Vis. Comput. | 2 |
| 2004 | Multi-video compression in texture spaceabstractWe present a model-based approach to encode multiple synchronized video streams depicting a dynamic scene from different viewpoints. With approximate 3D scene geometry available, we compensate for motion as well as disparity by transforming all video images to object textures prior to compression. A two-level hierarchical coding strategy is employed to efficiently exploit inter-texture coherence as well as to ensure quick random access during decoding. Experimental validation shows that attainable compression ratios range up to 50:1 without subsampling. The proposed coding scheme is intended for use in conjunction with free-viewpoint video and 3D-TV applications. Gernot Ziegler, Hendrik P. A. Lensch, Naveed Ahmed 0001, Marcus A. Magnor, Hans-Peter Seidel |
ICIP | 2 |
| 2004 | Multi-video compression in texture space using 4D SPIHTabstractWe present a model-based approach to encode multiple synchronized video streams which show a dynamic scene from different viewpoints. By utilizing 3D scene geometry, we compensate for motion and disparity by transforming all video images to object textures prior to compression. A 4D SPIHT wavelet compression algorithm exploits interframe coherence in both temporal and spatial dimension. Unused texels increase the compression, and a shape mask can be omitted at the cost of higher decoder complexity. The proposed coding scheme is intended for use in conjunction with free-viewpoint video and 3D-TV applications. Gernot Ziegler, Hendrik P. A. Lensch, Marcus A. Magnor, Hans-Peter Seidel |
MMSP | 2 |
| 2004 | DISCO: acquisition of translucent objectsabstractTranslucent objects are characterized by diffuse light scattering beneath the object's surface. Light enters and leaves an object at possibly distinct surface locations. This paper presents the first method to acquire this transport behavior for arbitrary inhomogeneous objects. Individual surface points are illuminated in our DISCO measurement facility and the object's impulse response is recorded with a high-dynamic range video camera. The acquired data is resampled into a hierarchical model of the object's light scattering properties. Missing values are consistently interpolated resulting in measurement-based, complete and accurate representations of real translucent objects which can be rendered with various algorithms. Michael Goesele, Hendrik P. A. Lensch, Jochen Lang 0001, Christian Fuchs 0004, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2003 | Virtualizing Real-World ObjectsabstractHigh quality, virtual 3D models are quickly emerging as a new multimedia data type with applications in such diverse areas as e-commerce, online encyclopedias, or virtual museums, to name just a few. We present new algorithms and techniques for the acquisition and real-time interaction with complex textured 3D objects and show how these results can be seamlessly integrated with previous work into a single framework for the acquisition, processing, and interactive display of high quality 3D models. In addition to pure geometry, such algorithms also have to take into account the texture of an object (which is crucial for a realistic appearance) and its reflectance behavior. The measurement of accurate material properties is an important step towards photorealistic rendering, where both the general surface properties as well as the spatially varying effects of the object are needed. Recent work on the image-based reconstruction of spatially varying BRDFs enables the generation of high quality models of real objects from a sparse set of input data. Efficient use of the capabilities of advanced PC graphics hardware allows for interactive rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object. Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Jochen Lang 0001, Hans-Peter Seidel |
Computer Graphics International | 1 |
| 2003 | View planning for BRDF acquisitionabstractThe estimation of the bi-directional reflectance distribution function (BRDF) of a 3D object requires reflectance measurements under numerous viewing and lighting directions. This sketch summarizes our method to select advantageous directions. Uncertainty minimization of the estimated BRDF parameters forms the theoretical underpinning of our acquisition planner. Our hardware-accelerated planner can aid manual and automatic measurement, reduces measurement effort and increases the quality of the acquired models. Jochen Lang 0001, Hans-Peter Seidel, Hendrik P. A. Lensch |
SIGGRAPH | 3 |
| 2003 | Interactive Rendering of Translucent ObjectsabstractAbstract This paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close‐by surface points is modeled as a per‐texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex‐to‐vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex‐to‐vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models. ACM CSS:I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism Color Radiosity Hendrik P. A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang 0001, Hans-Peter Seidel |
Comput. Graph. Forum | 1 |
| 2003 | Planned Sampling of Spatially Varying BRDFsabstractAbstract Measuring reflection properties of a 3D object involves capturing images for numerous viewing and lightingdirections. We present a method to select advantageous measurement directions based on analyzing the estimationof the bi‐directional reflectance distribution function (BRDF). The selected directions minimize the uncertaintyin the estimated parameters of the BRDF. As a result, few measurements suffice to produce models that describethe reflectance behavior well. Moreover, the uncertainty measure can be computed fast on modern graphics cardsby exploiting their capability to render into a floating‐point frame buffer. This forms the basis of an acquisitionplanner capable of guiding experts and non‐experts alike through the BRDF acquisition process. We demonstratethat spatially varying reflection properties can be captured more efficiently for real‐world applications using ouracquisition planner. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐DimensionalGraphics and Realism Virtual Reality I.4.1 [Computer Vision]: Digitization and Image Capture, Reflectance Hendrik P. A. Lensch, Jochen Lang 0001, Asla Medeiros Sá, Hans-Peter Seidel |
Comput. Graph. Forum | 1 |
| 2003 | Image-based reconstruction of spatial appearance and geometric detailabstractReal-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate measurements of the reflection properties of each material, as well as the spatially varying effects. We present an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them. In order to model local changes as well, we project the measured data for each surface point into a basis formed by the recovered BRDFs leading to a truly spatially varying BRDF representation. Real-world objects often also have fine geometric detail that is not represented in an acquired mesh. To increase the detail, we derive normal maps even for non-Lambertian surfaces using our measured BRDFs. A high quality model of a real object can be generated with relatively little input data. The generated model allows for rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object. Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Wolfgang Heidrich, Hans-Peter Seidel |
ACM Trans. Graph. | 1 |
| 2002 | Interactive Rendering of Translucent ObjectsabstractThis paper presents a rendering method for translucent objects, in which view point and illumination can be modified at interactive rates. In a preprocessing step the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models. Hendrik P. A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang 0001, Hans-Peter Seidel |
PG | 1 |
| 2001 | A Silhouette-Based Algorithm for Texture Registration and Stitching
Hendrik P. A. Lensch, Wolfgang Heidrich, Hans-Peter Seidel |
Graph. Model. | 1 |
| 2000 | Automated Texture Registration and Stitching for Real World ModelsabstractA system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process the camera position, direction and field of view must be determined for each of the images. For this registration, which aligns a 2D image to a 3D model we present an efficient hardware-accelerated silhouette-based algorithm working on different image resolutions that accurately registers each image without any user interaction. Besides the silhouettes, the given texture information can be used to improve accuracy by comparing one stitched texture to already registered images resulting in a global multi-view optimization. After the 3D-2D registration for each part of the 3D model's surface the view is determined which provides the best available texture. Textures are blended at the borders of regions assigned to different views. Hendrik P. A. Lensch, Wolfgang Heidrich, Hans-Peter Seidel |
PG | 1 |