VLDB 2026 Research / reviewers in the wild / expert
Markus Gross 0001
dblp:g/MarkusHGross · also Markus Groß 0001, Markus H. Gross
· DBLP profile ↗
356ranked-venue papers
16as first author
57since 2021 · last 2026
0009-0003-9324-779XORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 309 · 13 first-author · 48 since 2021Human-computer interaction and ubiquitous computing · 51 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 45 · 21 since 2021Applied, interdisciplinary, general and emerging computing · 17 · 2 since 2021Systems, architecture and hardware · 3 · 1 first-authorDatabases, data management, data science and information retrieval · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Neural Render Proxies for Interactive and Differentiable Lighting
Sergio Sancho, Alexander Rath, Marco Manzi, Pascal Chang, Amit Bermano, Derek Nowrouzezahrai, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 7 |
| 2026 | Neural Material Adapter: Transforming Complex Materials into Efficient Analytic BRDFs
Tiziano Portenier, Sebastian Weiss, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 4 |
| 2025 | LookingGlass: Generative Anamorphoses via Laplacian Pyramid WarpingabstractAnamorphosis refers to a category of images that are intentionally distorted, making them unrecognizable when viewed directly. Their true form only reveals itself when seen from a specific viewpoint, which can be through some catadioptric device like a mirror or a lens. While the construction of these mathematical devices can be traced back to as early as the 17th century [28], they are only interpretable when viewed from a specific vantage point and tend to lose meaning when seen normally. In this paper, we revisit these famous optical illusions with a generative twist. With the help of latent rectified flow models, we propose a method to create anamorphic images that still retain a valid interpretation when viewed directly. To this end, we introduce Laplacian Pyramid Warping, a frequency-aware image warping technique key to generating high-quality visuals. Our work extends Visual Anagrams [17] to latent space models and to a wider range of spatial transforms, enabling the creation of novel generative perceptual illusions. Pascal Chang, Sergio Sancho, Jingwei Tang, Markus Gross 0001, Vinicius C. Azevedo |
CVPR | 4 |
| 2025 | Bridging the Gap between Gaussian Diffusion Models and Universal Quantization for Image CompressionabstractGenerative neural image compression supports data representation at extremely low bitrate, synthesizing details at the client and consistently producing highly realistic images. By leveraging the similarities between quantization error and additive noise, diffusion-based generative image compression codecs can be built using a latent diffusion model to "denoise" the artifacts introduced by quantization. However, we identify three critical gaps in previous approaches following this paradigm (namely, the noise level, noise type, and discretization gaps) that result in the quantized data falling out of the data distribution known by the diffusion model. In this work, we propose a novel quantization-based forward diffusion process with theoretical foundations that tackles all three aforementioned gaps. We achieve this through universal quantization with a carefully tailored quantization schedule and a diffusion model trained with uniform noise. Compared to previous work, our proposal produces consistently realistic and detailed reconstructions, even at very low bitrates. In such a regime, we achieve the best rate-distortion-realism performance, outperforming previous related works. Lucas Relic, Roberto Azevedo, Yang Zhang 0003, Markus Gross 0001, Christopher Schroers |
CVPR | 4 |
| 2025 | LDIP: Long Distance Information Propagation for Video Super-ResolutionabstractVideo super-resolution (VSR) methods typically exploit information across multiple frames to achieve high quality upscaling, with recent approaches demonstrating impressive performance. Nevertheless, challenges remain, particularly in effectively leveraging information over long distances. To address this limitation in VSR, we propose a strategy for long distance information propagation with a flexible fusion module that can optionally also assimilate information from additional high resolution reference images. We design our overall approach such that it can leverage existing pre-trained VSR backbones and adapt the feature upscaling module to support arbitrary scaling factors. Our experiments demonstrate that we can achieve state-of-theart results on perceptual metrics and deliver more visually pleasing results compared to existing solutions. Michael Bernasconi, Abdelaziz Djelouah, Yang Zhang 0003, Markus Gross 0001, Christopher Schroers |
ICCV | 4 |
| 2025 | Monocular Facial Appearance Capture in the WildabstractWe present a new method for reconstructing the appearance properties of human faces from a lightweight capture procedure in an unconstrained environment. Our method recovers the surface geometry, diffuse albedo, specular intensity and specular roughness from a monocular video containing a simple head rotation in-the-wild. Notably, we make no simplifying assumptions on the environment lighting, and we explicitly take visibility and occlusions into account. As a result, our method can produce facial appearance maps that approach the fidelity of studio-based multi-view captures, but with a far easier and cheaper procedure. Yingyan Xu, Kate Gadola, Prashanth Chandran, Sebastian Weiss, Markus Gross 0001, Gaspard Zoss, Derek Bradley |
ICCV | 5 |
| 2025 | A Joint Personality-Emotion Framework for Personality-Consistent Conversational AgentsabstractArousal Valence Figure 1: Conceptual overview of the proposed framework.Left: Personality descriptors projected into the valence-arousal space using the EMoLon lexicon [9].Center: Kernel Density Estimation (KDE) applied to the projected descriptors, illustrating the density distribution of personality-related adjectives.Right: Warped emotion topology derived from the KDE. Nikola Kovacevic, Christian Holz 0001, Markus Gross 0001, Rafael Wampfler |
IVA | 3 |
| 2025 | BEE: Belief-Value-Aligned, Explainable, and Extensible Cognitive Framework for Conversational AgentsabstractRecent advances in large language models have enabled virtual agents to exhibit increasingly believable social behaviors.However, creating social agents that remain consistent with a defined profile and explain their reasoning remains challenging.We introduce a cognitive framework designed to address these gaps.Our framework features a graph-based memory module (concept pool) and a decision-making process inspired by human cognition.The concept pool contains an agent's beliefs, values, and background stories for context-dependent retrieval.The decision-making process uses the concept pool to produce belief-value aligned responses of the virtual agent and intuitive, human-readable explanations of the reasoning.To evaluate the effectiveness of our framework, we created two virtual agents based on historical figures and compared them to baseline agents.Our evaluation combined quantitative assessments of belief-value alignment with a user study (n=48) examining explainable agency.Results show that our framework exhibits model-agnostic improved belief-value alignment and produces more detailed, relevant, and understandable explanations.By grounding virtual agent behavior in structured memories and cognitive principles, our framework offers a compelling step toward more coherent and socially intelligent virtual agents. Markus Gross 0001, Rafael Wampfler |
IVA | 2 |
| 2025 | PhonemeNet: A Transformer Pipeline for Text-Driven Facial AnimationabstractWe present a fully text-driven framework for 3D facial animation that eliminates the need for audio input or explicit prosodic cues. Our architecture extracts rich phoneme embeddings from text using a pre-trained TTS encoder, aligns them with quantized motion embeddings via a transformer decoder, and decodes the result into mesh deformations through a pre-trained transformer decoder. We explore two scenarios of our pipeline: (1) In the single-subject setting, we find that phoneme embeddings alone can yield accurate lip motion. (2) In a multi-subject setting, where speaker articulation varies widely, we introduce stochastic latent modulation to model residual variability conditioned on both phoneme context and speaker identity. We evaluate our approach quantitatively and qualitatively: We demonstrate accurate lip sync in the single-subject case, and compare against audio-driven baselines on a large multi-subject dataset. Our results show that PhonemeNet not only achieves competitive lip sync and motion quality, but also offers flexibility, modularity, and scalability as an alternative to audio-driven facial animation. Philine Witzig, Barbara Solenthaler, Markus Gross 0001, Rafael Wampfler |
MIG | 3 |
| 2025 | Spatiotemporal Diffusion Priors for Extreme Video CompressionabstractDiffusion models have recently demonstrated impressive results in image compression, where the strong spatial prior enables the synthesis of fine details rather than allocating bits to transmit them. In this work, we propose to extend this paradigm to video compression by utilizing a generative spatiotemporal prior and present the first codec based on a video diffusion model. Our method operates by performing longcontext interpolation guided by sparse inter-frame predictions, thus requiring minimal motion information. To this end, we develop a sparse, bidirectional optical flow which serves as a bitrate-efficient motion conditioning in the diffusion decoding process. The resulting codec can compress videos to extremely low rates (as low as 0.01 bits per pixel) while maintaining realistic textures and motion, and outperforms both neural and traditional baselines on several benchmark datasets. Our method shows state-of-the art performance in perceptually-oriented distortion metrics, and, when considering rate-realism, we achieve an improvement in FID score of up to 73.3 at the same bitrate compared to the leading traditional video codec, VTM. Overall, we present an important first work examining spatiotemporal diffusion priors for video compression. Lucas Relic, André Emmenegger, Roberto Azevedo, Yang Zhang 0003, Markus Gross 0001, Christopher Schroers |
PCS | 5 |
| 2025 | Multimodal Conditional 3D Face Geometry GenerationabstractWe present a new method for multimodal conditional 3D face geometry generation that allows user-friendly control over the output identity and expression via a number of different conditioning signals. Within a single model, we demonstrate 3D faces generated from artistic sketches, portrait photos, Canny edges, FLAME face model parameters, 2D face landmarks, or text prompts. Our approach is based on a diffusion process that generates 3D geometry in a 2D parameterized UV domain. Geometry generation passes each conditioning signal through a set of cross-attention layers (IP-Adapter), one set for each user-defined conditioning signal. The result is an easy-to-use 3D face generation tool that produces topology-consistent, high-quality geometry with fine-grain user control. • We present a new method for 3D face geometry generation from 6 different types of conditionings (prompts) within a single model. • We propose a comprehensive solution for training such a method from scratch, with 3D geometry data augmentations and by representing 3D geometry as position maps to better fit existing diffusion pipelines. • We show that our method supports face generation with expressions, sketch-based editing for 3D face design, stochastic variations of details conditioned on low resolution FLAME faces, generalization to in-the-wild data and dynamic face generation from videos. Christopher Otto, Prashanth Chandran, Sebastian Weiss, Markus Gross 0001, Gaspard Zoss, Derek Bradley |
Comput. Graph. | 4 |
| 2024 | QUADify: Extracting Meshes with Pixel-Level Details and Materials from ImagesabstractDespite exciting progress in automatic 3D reconstruction from images, excessive and irregular triangular faces in the resulting meshes still constitute a significant challenge when it comes to adoption in practical artist work-flows. Therefore, we propose a method to extract regular quad-dominant meshes from posed images. More specifically, we generate a high-quality 3D model through de-composition into an easily editable quad-dominant mesh with pixel-level details such as displacement, materials, and lighting. To enable end-to-end learning of shape and quad topology, we QUADify a neural implicit representation using our novel differentiable re-meshing objective. Distinct from previous work, our method exploits artifact-free Catmull-Clark subdivision combined with vertex displacement to extract pixel-level details linked to the base geom-etry. Finally, we apply differentiable rendering techniques for material and lighting decomposition to optimize for image reconstruction. Our experiments show the benefits of end-to-end re-meshing and that our method yields state-of-the-art geometric accuracy while providing lightweight meshes with displacements and textures that are directly compatible with professional renderers and game engines. Maximilian Frühauf, Hayko Riemenschneider, Markus Gross 0001, Christopher Schroers |
CVPR | 3 |
| 2024 | Artist-Friendly Relightable and Animatable Neural HeadsabstractAn increasingly common approach for creating photo-realistic digital avatars is through the use of volumetric neural fields. The original neural radiance field (NeRF) allowed for impressive novel view synthesis of static heads when trained on a set of multi-view images, and follow up methods showed that these neural representations can be extended to dynamic avatars. Recently, new variants also surpassed the usual drawback of baked-in illumination in neural representations, showing that static neural avatars can be relit in any environment. In this work we simultaneously tackle both the motion and illumination problem, proposing a new method for relightable and animatable neural heads. Our method builds on a proven dynamic avatar approach based on a mixture of volumetric primitives, combined with a recently-proposed lightweight hardware setup for relightable neural fields, and includes a novel architecture that allows relighting dynamic neural avatars performing unseen expressions in any environment, even with nearfield illumination and viewpoints. Yingyan Xu, Prashanth Chandran, Sebastian Weiss, Markus Gross 0001, Gaspard Zoss, Derek Bradley |
CVPR | 4 |
| 2024 | Spline-Based Transformers
Prashanth Chandran, Agon Serifi, Markus Gross 0001, Moritz Bächer |
ECCV (86) | 3 |
| 2024 | Lossy Image Compression with Foundation Diffusion ModelsabstractAbstract Incorporating diffusion models in the image compression domain has the potential to produce realistic and detailed reconstructions, especially at extremely low bitrates. Previous methods focus on using diffusion models as expressive decoders robust to quantization errors in the conditioning signals. However, achieving competitive results in this manner requires costly training of the diffusion model and long inference times due to the iterative generative process. In this work we formulate the removal of quantization error as a denoising task, using diffusion to recover lost information in the transmitted image latent. Our approach allows us to perform less than 10% of the full diffusion generative process and requires no architectural changes to the diffusion model, enabling the use of foundation models as a strong prior without additional fine tuning of the backbone. Our proposed codec outperforms previous methods in quantitative realism metrics, and we verify that our reconstructions are qualitatively preferred by end users, even when other methods use twice the bitrate. Lucas Relic, Roberto Azevedo, Markus Gross 0001, Christopher Schroers |
ECCV (61) | 3 |
| 2024 | How I Warped Your Noise: a Temporally-Correlated Noise Prior for Diffusion ModelsabstractVideo editing and generation methods often rely on pre-trained image-based diffusion models. During the diffusion process, however, the reliance on rudimentary noise sampling techniques that do not preserve correlations present in subsequent frames of a video is detrimental to the quality of the results. This either produces high-frequency flickering, or texture-sticking artifacts that are not amenable to post-processing. With this in mind, we propose a novel method for preserving temporal correlations in a sequence of noise samples. This approach is materialized by a novel noise representation, dubbed $\int$-noise (integral noise), that reinterprets individual noise samples as a continuously integrated noise field: pixel values do not represent discrete values, but are rather the integral of an underlying infinite-resolution noise over the pixel area. Additionally, we propose a carefully tailored transport method that uses $\int$-noise to accurately advect noise samples over a sequence of frames, maximizing the correlation between different frames while also preserving the noise properties. Our results demonstrate that the proposed $\int$-noise can be used for a variety of tasks, such as video restoration, surrogate rendering, and conditional video generation. Pascal Chang, Jingwei Tang, Markus Gross 0001, Vinicius C. Azevedo |
ICLR | 3 |
| 2024 | On Multimodal Emotion Recognition for Human-Chatbot Interaction in the WildabstractThe field of natural language generation is swiftly evolving, giving rise to powerful conversational characters for use in different applications such as entertainment, education, and healthcare. A central aspect of these applications is providing personalized interactions, driven by the ability of the characters to recognize and adapt to user emotions. Current emotion recognition models primarily rely on datasets collected from actors or in controlled laboratory settings focusing on human-human interactions, which hinders their adaptability to real-world applications for conversational agents. In this work, we unveil the complexity of human-chatbot emotion recognition in the wild. We collected a multimodal dataset consisting of text, audio, and video recordings from 99 participants while they conversed with a GPT-3-based chatbot over three weeks. Using different transformer-based multimodal emotion recognition networks, we provide evidence for a strong domain gap between human-human interaction and human-chatbot interaction that is attributed to the subjective nature of self-reported emotion labels, the reduced activation and expressivity of the face, and the inherent subtlety of emotions in such settings, emphasizing the challenges of recognizing user emotions in real-world contexts. We show how personalizing our model to the user increases the model performance by up to 38% (user emotions) and up to 41% (perceived chatbot emotions), highlighting the potential of personalization for overcoming the observed domain gap. Nikola Kovacevic, Christian Holz 0001, Markus Gross 0001, Rafael Wampfler |
ICMI | 3 |
| 2024 | AutoSkull: Learning-Based Skull Estimation for Automated Pipelines
Aleksandar Milojevic, Niko Benjamin Huber, Luis Azevedo, Andrei Latyshev, Irena Sailer, Markus Gross 0001, Bernhard Thomaszewski, Barbara Solenthaler, Baran Gözcü |
MICCAI (7) | 7 |
| 2024 | Large-Scale 3D Infant Face Model
Till N. Schnabel, Yoriko Lill, Benito K. Benitez, Prasad Nalabothu, Philipp Metzler, Andreas A. Müller, Markus Gross 0001, Baran Gözcü, Barbara Solenthaler |
MICCAI (3) | 7 |
| 2024 | EmoSpaceTime: Decoupling Emotion and Content through Contrastive Learning for Expressive 3D Speech AnimationabstractEquipping stylized conversational characters with facial animations tailored to specific emotions enhances coherence and authenticity. Many data-driven speech animation methods lack dynamic facial expressions since they rely on explicit semantic control signals, leading to static emotional expressions. We present a Transformer-AE for disentangling emotion and content within the facial motion latent space. Our method processes animation control parameters in the frequency domain, enabling a more fine-grained separation of emotion and content based on frequencies. Through contrastive learning, the model is encouraged to learn similar representations for similar emotional states and the same linguistic content. Capturing the full dynamics of an emotional episode spatially and temporally, this approach enables emotion swapping, enhances expressiveness, and gives artists fine control over emotion, e.g., through emotion interpolation. Our analyses show that the Transformer-AE effectively separates emotion from content, enabling more nuanced and realistic facial animation for conversational characters. Philine Witzig, Barbara Solenthaler, Markus Gross 0001, Rafael Wampfler |
MIG | 3 |
| 2024 | BetterDepth: Plug-and-Play Diffusion Refiner for Zero-Shot Monocular Depth EstimationabstractBy training over large-scale datasets, zero-shot monocular depth estimation (MDE) methods show robust performance in the wild but often suffer from insufficient detail. Although recent diffusion-based MDE approaches exhibit a superior ability to extract details, they struggle in geometrically complex scenes that challenge their geometry prior, trained on less diverse 3D data. To leverage the complementary merits of both worlds, we propose BetterDepth to achieve geometrically correct affine-invariant MDE while capturing fine details. Specifically, BetterDepth is a conditional diffusion-based refiner that takes the prediction from pre-trained MDE models as depth conditioning, in which the global depth layout is well-captured, and iteratively refines details based on the input image. For the training of such a refiner, we propose global pre-alignment and local patch masking methods to ensure BetterDepth remains faithful to the depth conditioning while learning to add fine-grained scene details. With efficient training on small-scale synthetic datasets, BetterDepth achieves state-of-the-art zero-shot MDE performance on diverse public datasets and on in-the-wild scenes. Moreover, BetterDepth can improve the performance of other MDE models in a plug-and-play manner without further re-training. Xiang Zhang 0022, Bingxin Ke, Hayko Riemenschneider, Nando Metzger, Anton Obukhov, Markus Gross 0001, Konrad Schindler, Christopher Schroers |
NeurIPS | 6 |
| 2024 | Robot Motion Diffusion Model: Motion Generation for Robotic Characters
Agon Serifi, Ruben Grandia, Espen Knoop, Markus Gross 0001, Moritz Bächer |
SIGGRAPH Asia | 4 |
| 2024 | Stereo Conversion with Disparity-Aware Warping, Compositing and InpaintingabstractDespite of exciting advances in image-based rendering and novel view synthesis, it is still challenging to achieve high-resolution results that can reach production-level quality when applying such methods to the task of stereo conversion. At the same time, only very few dedicated stereo conversion approaches exist, which also fall short in terms of the required quality. Hence, in this paper, we present a novel method for high-resolution 2D-to-3D conversion. It is fully differentiable in all of its stages and performs disparity-informed warping, consistent foreground-background compositing, and background-aware inpainting. To enable temporal consistency in the resulting video, we propose a strategy to integrate information from additional video frames. Extensive ablation studies validate our design choices, leading to a fully automatic model that outperforms existing approaches by a large margin (49-70% LPIPS error reduction). Finally, inspired from current practices in manual stereo conversion, we introduce optional interactive tools into our model, which allow to steer the conversion process and make it significantly more applicable for 3D film production. Lukas Mehl, Andrés Bruhn, Markus Gross 0001, Christopher Schroers |
WACV | 3 |
| 2024 | GANtlitz: Ultra High Resolution Generative Model for Multi-Modal Face TexturesabstractAbstract High‐resolution texture maps are essential to render photoreal digital humans for visual effects or to generate data for machine learning. The acquisition of high resolution assets at scale is cumbersome, it involves enrolling a large number of human subjects, using expensive multi‐view camera setups, and significant manual artistic effort to align the textures. To alleviate these problems, we introduce GANtlitz (A play on the german noun Antlitz, meaning face), a generative model that can synthesize multi‐modal ultra‐high‐resolution face appearance maps for novel identities. Our method solves three distinct challenges: 1) unavailability of a very large data corpus generally required for training generative models, 2) memory and computational limitations of training a GAN at ultra‐high resolutions, and 3) consistency of appearance features such as skin color, pores and wrinkles in high‐resolution textures across different modalities. We introduce dual‐style blocks, an extension to the style blocks of the StyleGAN2 architecture, which improve multi‐modal synthesis. Our patch‐based architecture is trained only on image patches obtained from a small set of face textures (<100) and yet allows us to generate seamless appearance maps of novel identities at 6k × 4k resolution. Extensive qualitative and quantitative evaluations and baseline comparisons show the efficacy of our proposed system. (see https://www.acm.org/publications/class-2012 ) Aurel Gruber, Edo Collins, Abhimitra Meka, Franziska Mueller 0001, Kripasindhu Sarkar, Sergio Orts, Luca Prasso, Jay Busch, Markus Gross 0001, Thabo Beeler |
Comput. Graph. Forum | 9 |
| 2024 | VMP: Versatile Motion Priors for Robustly Tracking Motion on Physical CharactersabstractAbstract Recent progress in physics‐based character control has made it possible to learn policies from unstructured motion data. However, it remains challenging to train a single control policy that works with diverse and unseen motions, and can be deployed to real‐world physical robots. In this paper, we propose a two‐stage technique that enables the control of a character with a full‐body kinematic motion reference, with a focus on imitation accuracy. In a first stage, we extract a latent space encoding by training a variational autoencoder, taking short windows of motion from unstructured data as input. We then use the embedding from the time‐varying latent code to train a conditional policy in a second stage, providing a mapping from kinematic input to dynamics‐aware output. By keeping the two stages separate, we benefit from self‐supervised methods to get better latent codes and explicit imitation rewards to avoid mode collapse. We demonstrate the efficiency and robustness of our method in simulation, with unseen user‐specified motions, and on a bipedal robot, where we bring dynamic motions to the real world. Agon Serifi, Ruben Grandia, Espen Knoop, Markus Gross 0001, Moritz Bächer |
Comput. Graph. Forum | 4 |
| 2024 | Neural Denoising for Deep-Z Monte Carlo RenderingsabstractAbstract We present a kernel‐predicting neural denoising method for path‐traced deep‐Z images that facilitates their usage in animation and visual effects production. Deep‐Z images provide enhanced flexibility during compositing as they contain color, opacity, and other rendered data at multiple depth‐resolved bins within each pixel. However, they are subject to noise, and rendering until convergence is prohibitively expensive. The current state of the art in deep‐Z denoising yields objectionable artifacts, and current neural denoising methods are incapable of handling the variable number of depth bins in deep‐Z images. Our method extends kernel‐predicting convolutional neural networks to address the challenges stemming from denoising deep‐Z images. We propose a hybrid reconstruction architecture that combines the depth‐resolved reconstruction at each bin with the flattened reconstruction at the pixel level. Moreover, we propose depth‐aware neighbor indexing of the depth‐resolved inputs to the convolution and denoising kernel application operators, which reduces artifacts caused by depth misalignment present in deep‐Z images. We evaluate our method on a production‐quality deep‐Z dataset, demonstrating significant improvements in denoising quality and performance compared to the current state‐of‐the‐art deep‐Z denoiser. By addressing the significant challenge of the cost associated with rendering path‐traced deep‐Z images, we believe that our approach will pave the way for broader adoption of deep‐Z workflows in future productions. Xianyao Zhang, Gerhard Röthlin, Shilin Zhu, Tunç Ozan Aydin, Farnood Salehi, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 6 |
| 2024 | Volume Scattering Probability GuidingabstractSimulating the light transport of volumetric effects poses significant challenges and costs, especially in the presence of heterogeneous volumes. Generating stochastic paths for volume rendering involves multiple decisions, and previous works mainly focused on directional and distance sampling, where the volume scattering probability (VSP), i.e., the probability of scattering inside a volume, is indirectly determined as a byproduct of distance sampling. We demonstrate that direct control over the VSP can significantly improve efficiency and present an unbiased volume rendering algorithm based on an existing resampling framework for precise control over the VSP. Compared to previous state-of-the-art, which can only increase the VSP without guaranteeing to reach the desired value, our method also supports decreasing the VSP. We further present a data-driven guiding framework to efficiently learn and query an approximation of the optimal VSP everywhere in the scene without the need for user control. Our approach can easily be combined with existing path-guiding methods for directional sampling at minimal overhead and shows significant improvements over the state-of-the-art in various complex volumetric lighting scenarios. Sebastian Herholz, Marco Manzi, Marios Papas, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2024 | Learning a Generalized Physical Face Model From DataabstractPhysically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic anatomy edits. Today's methods are data-driven, where the actuations for finite elements are inferred from captured skin geometry. Unfortunately, these approaches have not been widely adopted due to the complexity of initializing the material space and learning the deformation model for each character separately, which often requires a skilled artist followed by lengthy network training. In this work, we aim to make physics-based facial animation more accessible by proposing a generalized physical face model that we learn from a large 3D face dataset. Once trained, our model can be quickly fit to any unseen identity and produce a ready-to-animate physical face model automatically. Fitting is as easy as providing a single 3D face scan, or even a single face image. After fitting, we offer intuitive animation controls, as well as the ability to retarget animations across characters. All the while, the resulting animations allow for physical effects like collision avoidance, gravity, paralysis, bone reshaping and more. Lingchen Yang, Gaspard Zoss, Prashanth Chandran, Markus Gross 0001, Barbara Solenthaler, Eftychios Sifakis, Derek Bradley |
ACM Trans. Graph. | 4 |
| 2024 | GroomCap: High-Fidelity Prior-Free Hair CaptureabstractDespite recent advances in multi-view hair reconstruction, achieving strand-level precision remains a significant challenge due to inherent limitations in existing capture pipelines. We introduce GroomCap , a novel multi-view hair capture method that reconstructs faithful and high-fidelity hair geometry without relying on external data priors. To address the limitations of conventional reconstruction algorithms, we propose a neural implicit representation for hair volume that encodes high-resolution 3D orientation and occupancy from input views. This implicit hair volume is trained with a new volumetric 3D orientation rendering algorithm, coupled with 2D orientation distribution supervision, to effectively prevent the loss of structural information caused by undesired orientation blending. We further propose a Gaussian-based hair optimization strategy to refine the traced hair strands with a novel chained Gaussian representation, utilizing direct photometric supervision from images. Our results demonstrate that GroomCap is able to capture high-quality hair geometries that are not only more precise and detailed than existing methods but also versatile enough for a range of applications. Yuxiao Zhou 0001, Menglei Chai, Daoye Wang, Sebastian Winberg, Erroll Wood, Kripasindhu Sarkar, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 7 |
| 2023 | Kernel Aware ResamplerabstractDeep learning based methods for super-resolution have become state-of-the-art and outperform traditional approaches by a significant margin. From the initial models designed for fixed integer scaling factors (e.g.$\times 2$or$\times 4)$), efforts were made to explore different directions such as modeling blur kernels or addressing non-integer scaling factors. However, existing works do not provide a sound framework to handle them jointly. In this paper we propose a framework for generic image resampling that not only addresses all the above mentioned issues but extends the sets of possible transforms from upscaling to generic transforms. A key aspect to unlock these capabilities is the faithful modeling of image warping and changes of the sampling rate during the training data preparation. This allows a localized representation of the implicit image degradation that takes into account the reconstruction kernel, the local geometric distortion and the anti-aliasing kernel. Using this spatially variant degradation map as conditioning for our resampling model, we can address with the same model both global transformations, such as upscaling or rotation, and locally varying transformations such lens distortion or undistortion. Another important contribution is the automatic estimation of the degradation map in this more complex resampling setting (i.e. blind image resampling). Fi-nally, we show that state-of-the-art results can be achieved by predicting kernels to apply on the input image instead of direct color prediction. This renders our model applicable for different types of data not seen during the training such as normals. Michael Bernasconi, Abdelaziz Djelouah, Farnood Salehi, Markus Gross 0001, Christopher Schroers |
CVPR | 4 |
| 2023 | Frame Interpolation Transformer and Uncertainty GuidanceabstractVideo frame interpolation has seen important progress in recent years, thanks to developments in several directions. Some works leverage better optical flow methods with improved splatting strategies or additional cues from depth, while others have investigated alternative approaches through direct predictions or transformers. Still, the problem remains unsolved in more challenging conditions such as complex lighting or large motion. In this work, we are bridging the gap towards video production with a novel transformer-based interpolation network architecture capable of estimating the expected error together with the interpolated frame. This offers several advantages that are of key importance for frame interpolation usage: First, we obtained improved visual quality over several datasets. The improvement in terms of quality is also clearly demonstrated through a user study. Second, our method estimates error maps for the interpolated frame, which are essential for real-life applications on longer video sequences where problematic frames need to be flagged. Finally, for rendered content a partial rendering pass of the intermediate frame, guided by the predicted error, can be utilized during the interpolation to generate a new frame of superior quality. Through this error estimation, our method can produce even higher-quality intermediate frames using only a fraction of the time compared to a full rendering. Markus Plack, Matthias B. Hullin, Karlis Martins Briedis, Markus Gross 0001, Abdelaziz Djelouah, Christopher Schroers |
CVPR | 4 |
| 2023 | ReNeRF: Relightable Neural Radiance Fields with Nearfield LightingabstractRecent work on radiance fields and volumetric inverse rendering (e.g., NeRFs) has provided excellent results in building data-driven models of real scenes for novel view synthesis with high photorealism. While full control over viewpoint is achieved, scene lighting is typically "baked" into the model and cannot be changed; other methods only capture limited variation in lighting or make restrictive assumptions about the captured scene. These limitations prevent the application on arbitrary materials and novel 3D environments with complex, distinct lighting. In this paper, we target the application scenario of capturing high-fidelity assets for neural relighting in controlled studio conditions, but without requiring a dense light stage. Instead, we leverage a small number of area lights commonly used in photogrammetry. We propose ReNeRF, a relightable radiance field model based on the intuitive and powerful approach of image-based relighting, which implicitly captures global light transport (for arbitrary objects) without complex, error-prone simulations. Thus, our new method is simple and provides full control over viewpoint and lighting, without simplistic assumptions about how light interacts with the scene. In addition, ReNeRF does not rely on the usual assumption of distant lighting – during training, we explicitly account for the distance between 3D points in the volume and point samples on the light sources. Thus, at test time, we achieve better generalization to novel, continuous lighting directions, including nearfield lighting effects. Yingyan Xu, Gaspard Zoss, Prashanth Chandran, Markus Gross 0001, Derek Bradley, Paulo F. U. Gotardo |
ICCV | 4 |
| 2023 | Neural Video Compression with Spatio-Temporal Cross-Covariance TransformersabstractAlthough existing neural video compression~(NVC) methods have achieved significant success, most of them focus on improving either temporal or spatial information separately. They generally use simple operations such as concatenation or subtraction to utilize this information, while such operations only partially exploit spatio-temporal redundancies. This work aims to effectively and jointly leverage robust temporal and spatial information by proposing a new 3D-based transformer module: Spatio-Temporal Cross-Covariance Transformer (ST-XCT). The ST-XCT module combines two individual extracted features into a joint spatio-temporal feature, followed by 3D convolutional operations and a novel spatio-temporal-aware cross-covariance attention mechanism. Unlike conventional transformers, the cross-covariance attention mechanism is applied across the feature channels without breaking down the spatio-temporal features into local tokens. Such design allows for modeling global cross-channel correlations of the spatio-temporal context while lowering the computational requirement. Based on ST-XCT, we introduce a novel transformer-based end-to-end optimized NVC framework. ST-XCT-based modules are integrated into various key coding components of NVC, such as feature extraction, frame reconstruction, and entropy modeling, demonstrating its generalizability. Extensive experiments show that our ST-XCT-based NVC proposal achieves state-of-the-art compression performances on various standard video benchmark datasets. Lucas Relic, Roberto Azevedo, Yang Zhang 0003, Markus Gross 0001, Dong Xu 0001, Luping Zhou, Christopher Schroers |
ACM Multimedia | 5 |
| 2023 | Deep Compositional Denoising on Frame Sequences
Xianyao Zhang, Gerhard Röthlin, Marco Manzi, Markus Gross 0001, Marios Papas |
EGSR (ST) | 4 |
| 2023 | An Implicit Physical Face Model Driven by Expression and Styleabstract3D facial animation is often produced by manipulating facial deformation models (or rigs), that are traditionally parameterized by expression controls. A key component that is usually overlooked is expression “style", as in, how a particular expression is performed. Although it is common to define a semantic basis of expressions that characters can perform, most characters perform each expression in their own style. To date, style is usually entangled with the expression, and it is not possible to transfer the style of one character to another when considering facial animation. We present a new face model, based on a data-driven implicit neural physics model, that can be driven by both expression and style separately. At the core, we present a framework for learning implicit physics-based actuations for multiple subjects simultaneously, trained on a few arbitrary performance capture sequences from a small set of identities. Once trained, our method allows generalized physics-based facial animation for any of the trained identities, extending to unseen performances. Furthermore, it grants control over the animation style, enabling style transfer from one character to another or blending styles of different characters. Lastly, as a physics-based model, it is capable of synthesizing physical effects, such as collision handling, setting our method apart from conventional approaches. Lingchen Yang, Gaspard Zoss, Prashanth Chandran, Paulo F. U. Gotardo, Markus Gross 0001, Barbara Solenthaler, Eftychios Sifakis, Derek Bradley |
SIGGRAPH Asia | 5 |
| 2023 | A Retrieval System for Images and Videos based on Aesthetic Assessment of VisualsabstractAttractive images or videos are the visual backbones of journalism and social media to gain the user's attention. From trailers to teaser images to image galleries, appealing visuals have only grown in importance over the years. However, selecting eye-catching shots from a video or the perfect image from large image collections is a challenging and time-consuming task. We present our tool that can assess image and video content from an aesthetic standpoint. We discovered that it is possible to perform such an assessment by combining expert knowledge with data-driven information. We combine the relevant aesthetic features and machine learning algorithms into an aesthetics retrieval system, which enables users to sort uploaded visuals based on an aesthetic score and interact with additional photographic, cinematic, and person-specific features. Daniel Vera Nieto, Saikishore Kalloori, Fabio Zünd, Clara Fernandez-Labrador, Marc Willhaus, Severin Klingler, Markus Gross 0001 |
SIGIR | 7 |
| 2023 | A Perceptual Shape Loss for Monocular 3D Face ReconstructionabstractAbstract Monocular 3D face reconstruction is a wide‐spread topic, and existing approaches tackle the problem either through fast neural network inference or offline iterative reconstruction of face geometry. In either case carefully‐designed energy functions are minimized, commonly including loss terms like a photometric loss, a landmark reprojection loss, and others. In this work we propose a new loss function for monocular face capture, inspired by how humans would perceive the quality of a 3D face reconstruction given a particular image. It is widely known that shading provides a strong indicator for 3D shape in the human visual system. As such, our new ‘perceptual’ shape loss aims to judge the quality of a 3D face estimate using only shading cues. Our loss is implemented as a discriminator‐style neural network that takes an input face image and a shaded render of the geometry estimate, and then predicts a score that perceptually evaluates how well the shaded render matches the given image. This ‘critic’ network operates on the RGB image and geometry render alone, without requiring an estimate of the albedo or illumination in the scene. Furthermore, our loss operates entirely in image space and is thus agnostic to mesh topology. We show how our new perceptual shape loss can be combined with traditional energy terms for monocular 3D face optimization and deep neural network regression, improving upon current state‐of‐the‐art results. Christopher Otto, Prashanth Chandran, Gaspard Zoss, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley |
Comput. Graph. Forum | 4 |
| 2023 | Personality Trait Recognition Based on Smartphone Typing Characteristics in the WildabstractAs governed by personality trait theory, humans tackle problems differently depending on their long-term behavioral characteristics. Computational awareness of personality traits fuels affective computing research, which investigates how to reliably recognize and utilize personality traits. Applications are diverse, including therapy monitoring, learning assistance, and recommender systems. Data-driven approaches are a promising path forward towards personality-aware human-computer interactions. Thereby, central challenges are the non-disruptive data acquisition, the time frame over which data must be collected before predictions become accurate, and the feature-centered data reduction to train reliable and lightweight machine learning models. In this work, we address these challenges by presenting a fully-automatic feature extraction and machine learning pipeline that makes accurate personality trait predictions for the widely-used Five Factor Model from passively-collected, short-term smartphone typing data collected from 76 participants (68 university students) in the wild. Our model allows for personality trait assessments after one day of data collection, demonstrating that, despite being a long-term behavioral trend, personality traits can be inferred accurately from shorter time periods. We demonstrate that our system can accurately predict personality traits on two levels (low and high) with up to 74.5% accuracy and 0.72 AUC for a single day, and up to 84.5% accuracy and 0.79 AUC after subsequent refinement over 10 weeks. Nikola Kovacevic, Christian Holz 0001, Tobias Günther, Markus Gross 0001, Rafael Wampfler |
IEEE Trans. Affect. Comput. | 4 |
| 2023 | GroomGen: A High-Quality Generative Hair Model Using Hierarchical Latent RepresentationsabstractDespite recent successes in hair acquisition that fits a high-dimensional hair model to a specific input subject, generative hair models, which establish general embedding spaces for encoding, editing, and sampling diverse hairstyles, are way less explored. In this paper, we present GroomGen , the first generative model designed for hair geometry composed of highly-detailed dense strands. Our approach is motivated by two key ideas. First, we construct hair latent spaces covering both individual strands and hairstyles. The latent spaces are compact, expressive, and well-constrained for high-quality and diverse sampling. Second, we adopt a hierarchical hair representation that parameterizes a complete hair model to three levels: single strands, sparse guide hairs, and complete dense hairs. This representation is critical to the compactness of latent spaces, the robustness of training, and the efficiency of inference. Based on this hierarchical latent representation, our proposed pipeline consists of a strand-VAE and a hairstyle-VAE that encode an individual strand and a set of guide hairs to their respective latent spaces, and a hybrid densification step that populates sparse guide hairs to a dense hair model. GroomGen not only enables novel hairstyle sampling and plausible hairstyle interpolation, but also supports interactive editing of complex hairstyles, or can serve as strong data-driven prior for hairstyle reconstruction from images. We demonstrate the superiority of our approach with qualitative examples of diverse sampled hairstyles and quantitative evaluation of generation quality regarding every single component and the entire pipeline. Yuxiao Zhou 0001, Menglei Chai, Alessandro Pepe, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 4 |
| 2022 | Affective State Prediction from Smartphone Touch and Sensor Data in the WildabstractKnowledge of users’ affective states can improve their interaction with smartphones by providing more personalized experiences (e.g., search results and news articles). We present an affective state classification model based on data gathered on smartphones in real-world environments. From touch events during keystrokes and the signals from the inertial sensors, we extracted two-dimensional heat maps as input into a convolutional neural network to predict the affective states of smartphone users. For evaluation, we conducted a data collection in the wild with 82 participants over 10 weeks. Our model accurately predicts three levels (low, medium, high) of valence (AUC up to 0.83), arousal (AUC up to 0.85), and dominance (AUC up to 0.84). We also show that using the inertial sensor data alone, our model achieves a similar performance (AUC up to 0.83), making our approach less privacy-invasive. By personalizing our model to the user, we show that performance increases by an additional 0.07 AUC. Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001, Christian Holz 0001 |
CHI | 5 |
| 2022 | Personalized Information Retrieval for Touristic Attractions in Augmented RealityabstractThe rapid advances and increasing accessibility of augmented reality (AR) in recent years opened up many new possibilities to incorporate AR into our daily lives. A very interesting area for AR is tourism where one can enhance attractions with virtual elements and provide tourists with additional information about the places they are visiting. In this paper, we present our prototype, an AR application that augments various points of interest (POIs) by showing images and facts about each POI. We also developed a simple recommender system that ensures the facts are selected based on user preferences, thus creating a unique and personalized experience for each user. Furthermore, we also conducted a live user study to assess the usability of our prototype and the usefulness of our personalization system. Felix Yang, Saikishore Kalloori, Ribin Chalumattu, Markus Gross 0001 |
WSDM | 4 |
| 2022 | Shape Transformers: Topology-Independent 3D Shape Models Using TransformersabstractAbstract Parametric 3D shape models are heavily utilized in computer graphics and vision applications to provide priors on the observed variability of an object's geometry (e.g., for faces). Original models were linear and operated on the entire shape at once. They were later enhanced to provide localized control on different shape parts separately. In deep shape models, nonlinearity was introduced via a sequence of fully‐connected layers and activation functions, and locality was introduced in recent models that use mesh convolution networks. As common limitations, these models often dictate, in one way or another, the allowed extent of spatial correlations and also require that a fixed mesh topology be specified ahead of time. To overcome these limitations, we present Shape Transformers, a new nonlinear parametric 3D shape model based on transformer architectures. A key benefit of this new model comes from using the transformer's self‐attention mechanism to automatically learn nonlinear spatial correlations for a class of 3D shapes. This is in contrast to global models that correlate everything and local models that dictate the correlation extent. Our transformer 3D shape autoencoder is a better alternative to mesh convolution models, which require specially‐crafted convolution, and down/up‐sampling operators that can be difficult to design. Our model is also topologically independent: it can be trained once and then evaluated on any mesh topology, unlike most previous methods. We demonstrate the application of our model to different datasets, including 3D faces, 3D hand shapes and full human bodies. Our experiments demonstrate the strong potential of our Shape Transformer model in several applications in computer graphics and vision. Prashanth Chandran, Gaspard Zoss, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley |
Comput. Graph. Forum | 3 |
| 2022 | Facial Animation with Disentangled Identity and Motion using TransformersabstractAbstract We propose a 3D+time framework for modeling dynamic sequences of 3D facial shapes, representing realistic non‐rigid motion during a performance. Our work extends neural 3D morphable models by learning a motion manifold using a transformer architecture. More specifically, we derive a novel transformer‐based autoencoder that can model and synthesize 3D geometry sequences of arbitrary length. This transformer naturally determines frame‐to‐frame correlations required to represent the motion manifold, via the internal self‐attention mechanism. Furthermore, our method disentangles the constant facial identity from the time‐varying facial expressions in a performance, using two separate codes to represent neutral identity and the performance itself within separate latent subspaces. Thus, the model represents identity‐agnostic performances that can be paired with an arbitrary new identity code and fed through our new identity‐modulated performance decoder; the result is a sequence of 3D meshes for the performance with the desired identity and temporal length. We demonstrate how our disentangled motion model has natural applications in performance synthesis, performance retargeting, key‐frame interpolation and completion of missing data, performance denoising and retiming, and other potential applications that include full 3D body modeling. Prashanth Chandran, Gaspard Zoss, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley |
Comput. Graph. Forum | 3 |
| 2022 | Differentiable Simulation for Outcome-Driven Orthognathic Surgery PlanningabstractAbstract Algorithms at the intersection of computer graphics and medicine have recently gained renewed attention. A particular interest are methods for virtual surgery planning (VSP), where treatment parameters must be carefully chosen to achieve a desired treatment outcome. FEM simulators can verify the treatment parameters by comparing a predicted outcome to the desired one. However, estimating the optimal parameters amounts to solving a challenging inverse problem. In current clinical practice it is solved manually by surgeons, who rely on their experience and intuition to iteratively refine the parameters, verifying them with simulated predictions. We prototype a differentiable FEM simulator and explore how it can enhance and simplify treatment planning, which is ultimately necessary to integrate simulation‐based VSP tools into a clinical workflow. Specifically, we define a parametric treatment model based on surgeon input, and with analytically derived simulation gradients we optimise it against an objective defined on the visible facial 3D surface. By using sensitivity analysis, we can easily explore the solution‐space with first‐order approximations, which allow the surgeon to interactively visualise the effect of parameter variations on a given treatment plan. The objective function allows landmarks to be freely chosen, accommodating the multiple methodologies in clinical planning. We show that even with a very sparse set of guiding landmarks, our simulator robustly converges to a feasible post‐treatment shape. Daniel Dorda, D. Borer, Niko Benjamin Huber, Irena Sailer, Markus Gross 0001, Barbara Solenthaler, Bernhard Thomaszewski |
Comput. Graph. Forum | 6 |
| 2022 | Deep Reconstruction of 3D Smoke Densities from Artist SketchesabstractAbstract Creative processes of artists often start with hand‐drawn sketches illustrating an object. Pre‐visualizing these keyframes is especially challenging when applied to volumetric materials such as smoke. The authored 3D density volumes must capture realistic flow details and turbulent structures, which is highly non‐trivial and remains a manual and time‐consuming process. We therefore present a method to compute a 3D smoke density field directly from 2D artist sketches, bridging the gap between early‐stage prototyping of smoke keyframes and pre‐visualization. From the sketch inputs, we compute an initial volume estimate and optimize the density iteratively with an updater CNN. Our differentiable sketcher is embedded into the end‐to‐end training, which results in robust reconstructions. Our training data set and sketch augmentation strategy are designed such that it enables general applicability. We evaluate the method on synthetic inputs and sketches from artists depicting both realistic smoke volumes and highly non‐physical smoke shapes. The high computational performance and robustness of our method at test time allows interactive authoring sessions of volumetric density fields for rapid prototyping of ideas by novice users. Byungsoo Kim 0001, Xingchang Huang, Laura Wülfroth, Jingwei Tang, Guillaume Cordonnier, Markus Gross 0001, Barbara Solenthaler |
Comput. Graph. Forum | 6 |
| 2022 | Learning Dynamic 3D Geometry and Texture for Video Face SwappingabstractAbstract Face swapping is the process of applying a source actor's appearance to a target actor's performance in a video. This is a challenging visual effect that has seen increasing demand in film and television production. Recent work has shown that data‐driven methods based on deep learning can produce compelling effects at production quality in a fraction of the time required for a traditional 3D pipeline. However, the dominant approach operates only on 2D imagery without reference to the underlying facial geometry or texture, resulting in poor generalization under novel viewpoints and little artistic control. Methods that do incorporate geometry rely on pre‐learned facial priors that do not adapt well to particular geometric features of the source and target faces. We approach the problem of face swapping from the perspective of learning simultaneous convolutional facial autoencoders for the source and target identities, using a shared encoder network with identity‐specific decoders. The key novelty in our approach is that each decoder first lifts the latent code into a 3D representation, comprising a dynamic face texture and a deformable 3D face shape, before projecting this 3D face back onto the input image using a differentiable renderer. The coupled autoencoders are trained only on videos of the source and target identities, without requiring 3D supervision. By leveraging the learned 3D geometry and texture, our method achieves face swapping with higher quality than when using off‐the‐shelf monocular 3D face reconstruction, and overall lower FID score than state‐of‐the‐art 2D methods. Furthermore, our 3D representation allows for efficient artistic control over the result, which can be hard to achieve with existing 2D approaches. Christopher Otto, Jacek Naruniec, Leonhard Helminger, Thomas Etterlin, Graziana Mignone, Prashanth Chandran, Gaspard Zoss, Christopher Schroers, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley, Romann M. Weber |
Comput. Graph. Forum | 9 |
| 2022 | Automatic Feature Selection for Denoising Volumetric RenderingsabstractAbstract We propose a method for constructing feature sets that significantly improve the quality of neural denoisers for Monte Carlo renderings with volumetric content. Starting from a large set of hand‐crafted features, we propose a feature selection process to identify significantly pruned near‐optimal subsets. While a naive approach would require training and testing a separate denoiser for every possible feature combination, our selection process requires training of only a single probe denoiser for the selection task. Moreover, our approximate solution has an asymptotic complexity that is quadratic to the number of features compared to the exponential complexity of the naive approach, while also producing near‐optimal solutions. We demonstrate the usefulness of our approach on various state‐of‐the‐art denoising methods for volumetric content. We observe improvements in denoising quality when using our automatically selected feature sets over the hand‐crafted sets proposed by the original methods. Xianyao Zhang, Melvin Ott, Marco Manzi, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 4 |
| 2022 | Local anatomically-constrained facial performance retargetingabstractGenerating realistic facial animation for CG characters and digital doubles is one of the hardest tasks in animation. A typical production workflow involves capturing the performance of a real actor using mo-cap technology, and transferring the captured motion to the target digital character. This process, known as retargeting , has been used for over a decade, and typically relies on either large blendshape rigs that are expensive to create, or direct deformation transfer algorithms that operate on individual geometric elements and are prone to artifacts. We present a new method for high-fidelity offline facial performance retargeting that is neither expensive nor artifact-prone. Our two step method first transfers local expression details to the target, and is followed by a global face surface prediction that uses anatomical constraints in order to stay in the feasible shape space of the target character. Our method also offers artists with familiar blendshape controls to perform fine adjustments to the retargeted animation. As such, our method is ideally suited for the complex task of human-to-human 3D facial performance retargeting, where the quality bar is extremely high in order to avoid the uncanny valley, while also being applicable for more common human-to-creature settings. We demonstrate the superior performance of our method over traditional deformation transfer algorithms, while achieving a quality comparable to current blendshape-based techniques used in production while requiring significantly fewer input shapes at setup time. A detailed user study corroborates the realistic and artifact free animations generated by our method in comparison to existing techniques. Prashanth Chandran, Loïc Ciccone, Markus Gross 0001, Derek Bradley |
ACM Trans. Graph. | 3 |
| 2022 | Implicit neural representation for physics-driven actuated soft bodiesabstractActive soft bodies can affect their shape through an internal actuation mechanism that induces a deformation. Similar to recent work, this paper utilizes a differentiable, quasi-static, and physics-based simulation layer to optimize for actuation signals parameterized by neural networks. Our key contribution is a general and implicit formulation to control active soft bodies by defining a function that enables a continuous mapping from a spatial point in the material space to the actuation value. This property allows us to capture the signal's dominant frequencies, making the method discretization agnostic and widely applicable. We extend our implicit model to mandible kinematics for the particular case of facial animation and show that we can reliably reproduce facial expressions captured with high-quality capture systems. We apply the method to volumetric soft bodies, human poses, and facial expressions, demonstrating artist-friendly properties, such as simple control over the latent space and resolution invariance at test time. Lingchen Yang, Byungsoo Kim 0001, Gaspard Zoss, Baran Gözcü, Markus Gross 0001, Barbara Solenthaler |
ACM Trans. Graph. | 5 |
| 2022 | Production-Ready Face Re-Aging for Visual EffectsabstractPhotorealistic digital re-aging of faces in video is becoming increasingly common in entertainment and advertising. But the predominant 2D painting workflow often requires frame-by-frame manual work that can take days to accomplish, even by skilled artists. Although research on facial image re-aging has attempted to automate and solve this problem, current techniques are of little practical use as they typically suffer from facial identity loss, poor resolution, and unstable results across subsequent video frames. In this paper, we present the first practical, fully-automatic and production-ready method for re-aging faces in video images. Our first key insight is in addressing the problem of collecting longitudinal training data for learning to re-age faces over extended periods of time, a task that is nearly impossible to accomplish for a large number of real people. We show how such a longitudinal dataset can be constructed by leveraging the current state-of-the-art in facial re-aging that, although failing on real images, does provide photoreal re-aging results on synthetic faces. Our second key insight is then to leverage such synthetic data and formulate facial re-aging as a practical image-to-image translation task that can be performed by training a well-understood U-Net architecture, without the need for more complex network designs. We demonstrate how the simple U-Net, surprisingly, allows us to advance the state of the art for re-aging real faces on video, with unprecedented temporal stability and preservation of facial identity across variable expressions, viewpoints, and lighting conditions. Finally, our new face re-aging network (FRAN) incorporates simple and intuitive mechanisms that provides artists with localized control and creative freedom to direct and fine-tune the re-aging effect, a feature that is largely important in real production pipelines and often overlooked in related research work. Gaspard Zoss, Prashanth Chandran, Eftychios Sifakis, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley |
ACM Trans. Graph. | 4 |
| 2021 | Microdosing: Knowledge Distillation for GAN Based Compression
Leonhard Helminger, Roberto Azevedo, Abdelaziz Djelouah, Markus Gross 0001, Christopher Schroers |
BMVC | 4 |
| 2021 | Adaptive Convolutions for Structure-Aware Style TransferabstractStyle transfer between images is an artistic application of CNNs, where the ‘style’ of one image is transferred onto another image while preserving the latter’s content. The state of the art in neural style transfer is based on Adaptive Instance Normalization (AdaIN), a technique that transfers the statistical properties of style features to a content image, and can transfer a large number of styles in real time. However, AdaIN is a global operation; thus local geometric structures in the style image are often ignored during the transfer. We propose Adaptive Convolutions (AdaConv), a generic extension of AdaIN, to allow for the simultaneous transfer of both statistical and structural styles in real time. Apart from style transfer, our method can also be readily extended to style-based image generation, and other tasks where AdaIN has already been adopted. Prashanth Chandran, Gaspard Zoss, Paulo F. U. Gotardo, Markus Gross 0001, Derek Bradley |
CVPR | 4 |
| 2021 | Deep Compositional Denoising for High-quality Monte Carlo RenderingabstractAbstract We propose a deep‐learning method for automatically decomposing noisy Monte Carlo renderings into components that kernel‐predicting denoisers can denoise more effectively. In our model, a neural decomposition module learns to predict noisy components and corresponding feature maps, which are consecutively reconstructed by a denoising module. The components are predicted based on statistics aggregated at the pixel level by the renderer. Denoising these components individually allows the use of per‐component kernels that adapt to each component's noisy signal characteristics. Experimentally, we show that the proposed decomposition module consistently improves the denoising quality of current state‐of‐the‐art kernel‐predicting denoisers on large‐scale academic and production datasets. Xianyao Zhang, Marco Manzi, Thijs Vogels, Henrik Dahlberg, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 5 |
| 2021 | Neural frame interpolation for rendered contentabstractThe demand for creating rendered content continues to drastically grow. As it often is extremely computationally expensive and thus costly to render high-quality computer-generated images, there is a high incentive to reduce this computational burden. Recent advances in learning-based frame interpolation methods have shown exciting progress but still have not achieved the production-level quality which would be required to render fewer pixels and achieve savings in rendering times and costs. Therefore, in this paper we propose a method specifically targeted to achieve high-quality frame interpolation for rendered content. In this setting, we assume that we have full input for every n -th frame in addition to auxiliary feature buffers that are cheap to evaluate (e.g. depth, normals, albedo) for every frame. We propose solutions for leveraging such auxiliary features to obtain better motion estimates, more accurate occlusion handling, and to correctly reconstruct non-linear motion between keyframes. With this, our method is able to significantly push the state-of-the-art in frame interpolation for rendered content and we are able to obtain production-level quality results. Karlis Martins Briedis, Abdelaziz Djelouah, Mark Meyer, Ian McGonigal, Markus Gross 0001, Christopher Schroers |
ACM Trans. Graph. | 5 |
| 2021 | Rendering with style: combining traditional and neural approaches for high-quality face renderingabstractFor several decades, researchers have been advancing techniques for creating and rendering 3D digital faces, where a lot of the effort has gone into geometry and appearance capture, modeling and rendering techniques. This body of research work has largely focused on facial skin, with much less attention devoted to peripheral components like hair, eyes and the interior of the mouth. As a result, even with the best technology for facial capture and rendering, in most high-end productions a lot of artist time is still spent modeling the missing components and fine-tuning the rendering parameters to combine everything into photo-real digital renders. In this work we propose to combine incomplete, high-quality renderings showing only facial skin with recent methods for neural rendering of faces, in order to automatically and seamlessly create photo-realistic full-head portrait renders from captured data without the need for artist intervention. Our method begins with traditional face rendering, where the skin is rendered with the desired appearance, expression, viewpoint, and illumination. These skin renders are then projected into the latent space of a pre-trained neural network that can generate arbitrary photo-real face images (StyleGAN2). The result is a sequence of realistic face images that match the identity and appearance of the 3D character at the skin level, but is completed naturally with synthesized hair, eyes, inner mouth and surroundings. Notably, we present the first method for multi-frame consistent projection into this latent space, allowing photo-realistic rendering and preservation of the identity of the digital human over an animated performance sequence, which can depict different expressions, lighting conditions and viewpoints. Our method can be used in new face rendering pipelines and, importantly, in other deep learning applications that require large amounts of realistic training data with ground-truth 3D geometry, appearance maps, lighting, and viewpoint. Prashanth Chandran, Sebastian Winberg, Gaspard Zoss, Jérémy Riviere, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley |
ACM Trans. Graph. | 5 |
| 2021 | MineTime Insight: Visualizing Meeting Habits to Promote Informed Scheduling DecisionsabstractCorporate meetings are a crucial part of business activities. While numerous academic papers investigated how to make the scheduling process of meetings faster or even automatic, little work has been done yet to facilitate the retrospective reasoning about how time is spent on meetings. Traditional calendar applications do not allow users to extract actionable statistics although it has been shown that reflection-oriented design can increase the users' understanding of their habits and can thereby encourage a shift towards better practices. In this paper, we present MineTime Insight, a tool made of multiple coordinated views for the exploration of personal calendar data, with the overarching goal of improving short and long-term scheduling decisions. Despite being focused on the working environment, our work builds upon recent results in the field of Personal Visual Analytics, as it targets users not necessarily expert in visualization and data analysis. We demonstrate the potential of MineTime Insight, when applied to the agenda of an executive manager. Finally, we discuss the results of an informal user study and a field study. Our results suggest that our visual representations are perceived as easy to understand and helpful towards a change in the scheduling habits. Marco Ancona, Marilou Beyeler, Markus Gross 0001, Tobias Günther |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | A Fluid Flow Data Set for Machine Learning and its Application to Neural Flow Map InterpolationabstractIn recent years, deep learning has opened countless research opportunities across many different disciplines. At present, visualization is mainly applied to explore and explain neural networks. Its counterpart-the application of deep learning to visualization problems-requires us to share data more openly in order to enable more scientists to engage in data-driven research. In this paper, we construct a large fluid flow data set and apply it to a deep learning problem in scientific visualization. Parameterized by the Reynolds number, the data set contains a wide spectrum of laminar and turbulent fluid flow regimes. The full data set was simulated on a high-performance compute cluster and contains 8000 time-dependent 2D vector fields, accumulating to more than 16 TB in size. Using our public fluid data set, we trained deep convolutional neural networks in order to set a benchmark for an improved post-hoc Lagrangian fluid flow analysis. In in-situ settings, flow maps are exported and interpolated in order to assess the transport characteristics of time-dependent fluids. Using deep learning, we improve the accuracy of flow map interpolations, allowing a more precise flow analysis at a reduced memory IO footprint. Jakob Jakob, Markus Gross 0001, Tobias Günther |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Semantic Deep Face ModelsabstractFace models built from 3D face databases are often used in computer vision and graphics tasks such as face reconstruction, replacement, tracking and manipulation. For such tasks, commonly used multi-linear morphable models, which provide semantic control over facial identity and expression, often lack quality and expressivity due to their linear nature. Deep neural networks offer the possibility of non-linear face modeling, where so far most research has focused on generating realistic facial images with less focus on 3D geometry, and methods that do produce geometry have little or no notion of semantic control, thereby limiting their artistic applicability. We present a method for nonlinear 3D face modeling using neural architectures that provides intuitive semantic control over both identity and expression by disentangling these dimensions from each other, essentially combining the benefits of both multi-linear face models and nonlinear deep face networks. The result is a powerful, semantically controllable, nonlinear, parametric face model. We demonstrate the value of our semantic deep face model with applications of 3D face synthesis, facial performance transfer, performance editing, and 2D landmark-based performance retargeting. Prashanth Chandran, Derek Bradley, Markus Gross 0001, Thabo Beeler |
3DV | 3 |
| 2020 | Affective State Prediction Based on Semi-Supervised Learning from Smartphone Touch DataabstractGaining awareness of the user's affective states enables smartphones to support enriched interactions that are sensitive to the user's context. To accomplish this on smartphones, we propose a system that analyzes the user's text typing behavior using a semi-supervised deep learning pipeline for predicting affective states measured by valence, arousal, and dominance. Using a data collection study with 70 participants on text conversations designed to trigger different affective responses, we developed a variational auto-encoder to learn efficient feature embeddings of two-dimensional heat maps generated from touch data while participants engaged in these conversations. Using the learned embedding in a cross-validated analysis, our system predicted three levels (low, medium, high) of valence (AUC up to 0.84), arousal (AUC up to 0.82), and dominance (AUC up to 0.82). These results demonstrate the feasibility of our approach to accurately predict affective states based only on touch data. Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001 |
CHI | 5 |
| 2020 | Attention-Driven Cropping for Very High Resolution Facial Landmark DetectionabstractFacial landmark detection is a fundamental task for many consumer and high-end applications and is almost entirely solved by machine learning methods today. Existing datasets used to train such algorithms are primarily made up of only low resolution images, and current algorithms are limited to inputs of comparable quality and resolution as the training dataset. On the other hand, high resolution imagery is becoming increasingly more common as consumer cameras improve in quality every year. Therefore, there is need for algorithms that can leverage the rich information available in high resolution imagery. Naively attempting to reuse existing network architectures on high resolution imagery is prohibitive due to memory bottlenecks on GPUs. The only current solution is to downsample the images, sacrificing resolution and quality. Building on top of recent progress in attention-based networks, we present a novel, fully convolutional regional architecture that is specially designed for predicting landmarks on very high resolution facial images without downsampling. We demonstrate the flexibility of our architecture by training the proposed model with images of resolutions ranging from 256 x 256 to 4K. In addition to being the first method for facial landmark detection on high resolution images, our approach achieves superior performance over traditional (holistic) state-of-the-art architectures across ALL resolutions, leading to a general-purpose, extremely flexible, high quality landmark detector. Prashanth Chandran, Derek Bradley, Markus Gross 0001, Thabo Beeler |
CVPR | 3 |
| 2020 | Image Reconstruction of Tablet Front Camera Recordings in Educational Settings
Rafael Wampfler, Andreas Emch, Barbara Solenthaler, Markus Gross 0001 |
EDM | 4 |
| 2020 | Enriching Video Captions With Contextual TextabstractUnderstanding video content and generating caption with context is an important and challenging task. Unlike prior methods that typically attempt to generate generic video captions without context, our architecture contextualizes captioning by infusing extracted information from relevant text data. We propose an end-to-end sequence-to-sequence model which generates video captions based on visual input, and mines relevant knowledge such as names and locations from contextual text. In contrast to previous approaches, we do not preprocess the text further, and let the model directly learn to attend over it. Guided by the visual input, the model is able to copy words from the contextual text via a pointer-generator network, allowing to produce more specific video captions. We show competitive performance on the News Video Dataset and, through ablation studies, validate the efficacy of contextual video captioning as well as individual design choices in our model architecture. Philipp Rimle, Pelin Dogan-Schönberger, Markus Gross 0001 |
ICPR | 3 |
| 2020 | Phase Space Projection of Dynamical SystemsabstractAbstract Dynamical systems are commonly used to describe the state of time‐dependent systems. In many engineering and control problems, the state space is high‐dimensional making it difficult to analyze and visualize the behavior of the system for varying input conditions. We present a novel dimensionality reduction technique that is tailored to high‐dimensional dynamical systems. In contrast to standard general purpose dimensionality reduction algorithms, we use energy minimization to preserve properties of the flow in the high‐dimensional space. Once the projection operator is optimized, further high‐dimensional trajectories are projected easily. Our 3D projection maintains a number of useful flow properties, such as critical points and flow maps, and is optimized to match geometric characteristics of the high‐dimensional input, as well as optional user constraints. We apply our method to trajectories traced in the phase spaces of second‐order dynamical systems, including finite‐sized objects in fluids, the circular restricted three‐body problem and a damped double pendulum. We compare the projections with standard visualization techniques, such as PCA, t‐SNE and UMAP, and visualize the dynamical systems with multiple coordinated views interactively, featuring a spatial embedding, projection to subspaces, our dimensionality reduction and a seed point exploration tool. Nemanja Bartolovic, Markus Gross 0001, Tobias Günther |
Comput. Graph. Forum | 2 |
| 2020 | Interactive Sculpting of Digital Faces Using an Anatomical Modeling ParadigmabstractAbstract Digitally sculpting 3D human faces is a very challenging task. It typically requires either 1) highly‐skilled artists using complex software packages for high quality results, or 2) highly‐constrained simple interfaces for consumer‐level avatar creation, such as in game engines. We propose a novel interactive method for the creation of digital faces that is simple and intuitive to use, even for novice users, while consistently producing plausible 3D face geometry, and allowing editing freedom beyond traditional video game avatar creation. At the core of our system lies a specialized anatomical local face model (ALM), which is constructed from a dataset of several hundred 3D face scans. User edits are propagated to constraints for an optimization of our data‐driven ALM model, ensuring the resulting face remains plausible even for simple edits like clicking and dragging surface points. We show how several natural interaction methods can be implemented in our framework, including direct control of the surface, indirect control of semantic features like age, ethnicity, gender, and BMI, as well as indirect control through manipulating the underlying bony structures. The result is a simple new method for creating digital human faces, for artists and novice users alike. Our method is attractive for low‐budget VFX and animation productions, and our anatomical modeling paradigm can complement traditional game engine avatar design packages. Aurel Gruber, Marco Fratarcangeli, Gaspard Zoss, Roman Cattaneo, Thabo Beeler, Markus Gross 0001, Derek Bradley |
Comput. Graph. Forum | 6 |
| 2020 | Lagrangian neural style transfer for fluidsabstractArtistically controlling the shape, motion and appearance of fluid simulations pose major challenges in visual effects production. In this paper, we present a neural style transfer approach from images to 3D fluids formulated in a Lagrangian viewpoint. Using particles for style transfer has unique benefits compared to grid-based techniques. Attributes are stored on the particles and hence are trivially transported by the particle motion. This intrinsically ensures temporal consistency of the optimized stylized structure and notably improves the resulting quality. Simultaneously, the expensive, recursive alignment of stylization velocity fields of grid approaches is unnecessary, reducing the computation time to less than an hour and rendering neural flow stylization practical in production settings. Moreover, the Lagrangian representation improves artistic control as it allows for multi-fluid stylization and consistent color transfer from images, and the generality of the method enables stylization of smoke and liquids likewise. Byungsoo Kim 0001, Vinicius C. Azevedo, Markus Gross 0001, Barbara Solenthaler |
ACM Trans. Graph. | 3 |
| 2020 | Data-driven extraction and composition of secondary dynamics in facial performance captureabstractPerformance capture of expressive subjects, particularly facial performances acquired with high spatial resolution, will inevitably incorporate some fraction of motion that is due to inertial effects and dynamic overshoot due to ballistic motion. This is true in most natural capture environments where the actor is able to move freely during their performance, rather than being tethered to a fixed position. Normally these secondary dynamic effects are unwanted, as the captured facial performance is often retargeted to different head motion, and sometimes to completely different characters, and in both cases the captured dynamic effects should be removed and new secondary effects should be added. This paper advances the hypothesis that for a highly constrained elastic medium such as the human face, these secondary inertial effects are predominantly due to the motion of the underlying bony structures (cranium and mandible). Our work aims to compute and characterize the difference between the captured dynamic facial performance, and a speculative quasistatic variant of the same motion should the inertial effects have been absent. This is used to either subtract parasitic secondary dynamics that resulted from unintentional motion during capture, or compose such effects on top of a quasistatic performance to simulate a new dynamic motion of the actor's body and skull, either artist-prescribed or acquired via motion capture. We propose a data-driven technique that comprises complementary removal and synthesis networks for secondary dynamics in facial performance capture. We show how such a system can be effectively trained from a collection of acquired dynamic deformations under varying expressions where the actor induces rigid head motion from walking and running, as well as forced oscillatory body motion in a controlled setting by external actuators. Gaspard Zoss, Eftychios Sifakis, Markus Gross 0001, Thabo Beeler, Derek Bradley |
ACM Trans. Graph. | 3 |
| 2020 | Accelerated Monte Carlo Rendering of Finite-Time Lyapunov ExponentsabstractTime-dependent fluid flows often contain numerous hyperbolic Lagrangian coherent structures, which act as transport barriers that guide the advection. The finite-time Lyapunov exponent is a commonly-used approximation to locate these repelling or attracting structures. Especially on large numerical simulations, the FTLE ridges can become arbitrarily sharp and very complex. Thus, the discrete sampling onto a grid for a subsequent direct volume rendering is likely to miss sharp ridges in the visualization. For this reason, an unbiased Monte Carlo-based rendering approach was recently proposed that treats the FTLE field as participating medium with single scattering. This method constructs a ground truth rendering without discretization, but it is prohibitively slow with render times in the order of days or weeks for a single image. In this paper, we accelerate the rendering process significantly, which allows us to compute video sequence of high-resolution FTLE animations in a much more reasonable time frame. For this, we follow two orthogonal approaches to improve on the rendering process: the volumetric light path integration in gradient domain and an acceleration of the transmittance estimation. We analyze the convergence and performance of the proposed method and demonstrate the approach by rendering complex FTLE fields in several 3D vector fields. Irene Baeza Rojo, Markus Gross 0001, Tobias Günther |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Fourier Opacity Optimization for Scalable ExplorationabstractOver the past decades, scientific visualization became a fundamental aspect of modern scientific data analysis. Across all data-intensive research fields, ranging from structural biology to cosmology, data sizes increase rapidly. Dealing with the growing large-scale data is one of the top research challenges of this century. For the visual exploratory data analysis, interactivity, a view-dependent visibility optimization and frame coherence are indispensable. In this work, we extend the recent decoupled opacity optimization framework to enable a navigation without occlusion of important features through large geometric data. By expressing the accumulation of importance and optical depth in Fourier basis, the computation, evaluation and rendering of optimized transparent geometry become not only order-independent, but also operate within a fixed memory bound. We study the quality of our Fourier approximation in terms of accuracy, memory requirements and efficiency for both the opacity computation, as well as the order-independent compositing. We apply the method to different point, line and surface data sets originating from various research fields, including meteorology, health science, astrophysics and organic chemistry. Irene Baeza Rojo, Markus Gross 0001, Tobias Günther |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Neural Sequential Phrase Grounding (SeqGROUND)abstractWe propose an end-to-end approach for phrase grounding in images. Unlike prior methods that typically attempt to ground each phrase independently by building an image-text embedding, our architecture formulates grounding of multiple phrases as a sequential and contextual process. Specifically, we encode region proposals and all phrases into two stacks of LSTM cells, along with so-far grounded phrase-region pairs. These LSTM stacks collectively capture context for grounding of the next phrase. The resulting architecture, which we call SeqGROUND, supports many-to-many matching by allowing an image region to be matched to multiple phrases and vice versa. We show competitive performance on the Flickr30K benchmark dataset and, through ablation studies, validate the efficacy of sequential grounding as well as individual design choices in our model architecture. Pelin Dogan-Schönberger, Leonid Sigal, Markus Gross 0001 |
CVPR | 3 |
| 2019 | Learning-Based Sampling for Natural Image MattingabstractThe goal of natural image matting is the estimation of opacities of a user-defined foreground object that is essential in creating realistic composite imagery. Natural matting is a challenging process due to the high number of unknowns in the mathematical modeling of the problem, namely the opacities as well as the foreground and background layer colors, while the original image serves as the single observation. In this paper, we propose the estimation of the layer colors through the use of deep neural networks prior to the opacity estimation. The layer color estimation is a better match for the capabilities of neural networks, and the availability of these colors substantially increase the performance of opacity estimation due to the reduced number of unknowns in the compositing equation. A prominent approach to matting in parallel to ours is called sampling-based matting, which involves gathering color samples from known-opacity regions to predict the layer colors. Our approach outperforms not only the previous hand-crafted sampling algorithms, but also current data-driven methods. We hence classify our method as a hybrid sampling- and learning-based approach to matting, and demonstrate the effectiveness of our approach through detailed ablation studies using alternative network architectures. Jingwei Tang, Yagiz Aksoy, A. Cengiz Öztireli, Markus Gross 0001, Tunç Ozan Aydin |
CVPR | 4 |
| 2019 | Affective State Prediction in a Mobile Setting using Wearable Biometric Sensors and Stylus
Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001 |
EDM | 5 |
| 2019 | JUNGLE: An Interactive Visual Platform for Collaborative Creation and Consumption of Nonlinear Transmedia Stories
Mubbasir Kapadia, Carlos Muñiz 0001, Samuel S. Sohn, Sasha Schriber, Kenny Mitchell, Markus Gross 0001 |
ICIDS | 7 |
| 2019 | Explaining Deep Neural Networks with a Polynomial Time Algorithm for Shapley Value ApproximationabstractThe problem of explaining the behavior of deep neural networks has recently gained a lot of attention. While several attribution methods have been proposed, most come without strong theoretical foundations, which raises questions about their reliability. On the other hand, the literature on cooperative game theory suggests Shapley values as a unique way of assigning relevance scores such that certain desirable properties are satisfied. Unfortunately, the exact evaluation of Shapley values is prohibitively expensive, exponential in the number of input features. In this work, by leveraging recent results on uncertainty propagation, we propose a novel, polynomial-time approximation of Shapley values in deep neural networks. We show that our method produces significantly better approximations of Shapley values than existing state-of-the-art attribution methods. Marco Ancona, A. Cengiz Öztireli, Markus Gross 0001 |
ICML | 3 |
| 2019 | StoryPrint: an interactive visualization of storiesabstractIn this paper, we propose StoryPrint, an interactive visualization of creative storytelling that facilitates individual and comparative structural analyses. This visualization method is intended for script-based media, which has suitable metadata. The pre-visualization process involves parsing the script into different metadata categories and analyzing the sentiment on a character and scene basis. For each scene, the setting, character presence, character prominence, and character emotion of a film are represented as a StoryPrint. The visualization is presented as a radial diagram of concentric rings wrapped around a circular time axis. A user then has the ability to toggle a difference overlay to assist in the cross-comparison of two different scene inputs. Katie Watson, Samuel S. Sohn, Sasha Schriber, Markus Gross 0001, Carlos Muñiz 0001, Mubbasir Kapadia |
IUI | 4 |
| 2019 | Practical Person-Specific Eye RiggingabstractAbstract We present a novel parametric eye rig for eye animation, including a new multi‐view imaging system that can reconstruct eye poses at submillimeter accuracy to which we fit our new rig. This allows us to accurately estimate person‐specific eyeball shape, rotation center, interocular distance, visual axis, and other rig parameters resulting in an animation‐ready eye rig. We demonstrate the importance of several aspects of eye modeling that are often overlooked, for example that the visual axis is not identical to the optical axis, that it is important to model rotation about the optical axis, and that the rotation center of the eye should be measured accurately for each person. Since accurate rig fitting requires hand annotation of multi‐view imagery for several eye gazes, we additionally propose a more user‐friendly “lightweight” fitting approach, which leverages an average rig created from several pre‐captured accurate rigs. Our lightweight rig fitting method allows for the estimation of eyeball shape and eyeball position given only a single pose with a known look‐at point (e.g. looking into a camera) and few manual annotations. Pascal Bérard, Derek Bradley, Markus Gross 0001, Thabo Beeler |
Comput. Graph. Forum | 3 |
| 2019 | Deep Fluids: A Generative Network for Parameterized Fluid SimulationsabstractAbstract This paper presents a novel generative model to synthesize fluid simulations from a set of reduced parameters. A convolutional neural network is trained on a collection of discrete, parameterizable fluid simulation velocity fields. Due to the capability of deep learning architectures to learn representative features of the data, our generative model is able to accurately approximate the training data set, while providing plausible interpolated in‐betweens. The proposed generative model is optimized for fluids by a novel loss function that guarantees divergence‐free velocity fields at all times. In addition, we demonstrate that we can handle complex parameterizations in reduced spaces, and advance simulations in time by integrating in the latent space with a second network. Our method models a wide variety of fluid behaviors, thus enabling applications such as fast construction of simulations, interpolation of fluids with different parameters, time re‐sampling, latent space simulations, and compression of fluid simulation data. Reconstructed velocity fields are generated up to 700× faster than re‐simulating the data with the underlying CPU solver, while achieving compression rates of up to 1300×. Byungsoo Kim 0001, Vinicius C. Azevedo, Nils Thürey, Theodore Kim, Markus Gross 0001, Barbara Solenthaler |
Comput. Graph. Forum | 5 |
| 2019 | Controlling Motion Blur in Synthetic Long Time ExposuresabstractAbstract In a photo, motion blur can be used as an artistic style to convey motion and to direct attention. In panning or tracking shots, a moving object of interest is followed by the camera during a relatively long exposure. The goal is to get a blurred background while keeping the object sharp. Unfortunately, it can be difficult to impossible to precisely follow the object. Often, many attempts or specialized physical setups are needed. This paper presents a novel approach to create such images. For capturing, the user is only required to take a casually recorded hand‐held video that roughly follows the object. Our algorithm then produces a single image which simulates a stabilized long time exposure. This is achieved by first warping all frames such that the object of interest is aligned to a reference frame. Then, optical flow based frame interpolation is used to reduce ghosting artifacts from temporal undersampling. Finally, the frames are averaged to create the result. As our method avoids segmentation and requires little to no user interaction, even challenging sequences can be processed successfully. In addition, artistic control is available in a number of ways. The effect can also be applied to create videos with an exaggerated motion blur. Results are compared with previous methods and ground truth simulations. The effectiveness of our method is demonstrated by applying it to hundreds of datasets. The most interesting results are shown in the paper and in the supplemental material. Marcel Lancelle, Pelin Dogan-Schönberger, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2019 | Transport-based neural style transfer for smoke simulationsabstractArtistically controlling fluids has always been a challenging task. Optimization techniques rely on approximating simulation states towards target velocity or density field configurations, which are often handcrafted by artists to indirectly control smoke dynamics. Patch synthesis techniques transfer image textures or simulation features to a target flow field. However, these are either limited to adding structural patterns or augmenting coarse flows with turbulent structures, and hence cannot capture the full spectrum of different styles and semantically complex structures. In this paper, we propose the first Transport-based Neural Style Transfer (TNST) algorithm for volumetric smoke data. Our method is able to transfer features from natural images to smoke simulations, enabling general content-aware manipulations ranging from simple patterns to intricate motifs. The proposed algorithm is physically inspired, since it computes the density transport from a source input smoke to a desired target configuration. Our transport-based approach allows direct control over the divergence of the stylization velocity field by optimizing incompressible and irrotational potentials that transport smoke towards stylization. Temporal consistency is ensured by transporting and aligning subsequent stylized velocities, and 3D reconstructions are computed by seamlessly merging stylizations from different camera viewpoints. Byungsoo Kim 0001, Vinicius C. Azevedo, Markus Gross 0001, Barbara Solenthaler |
ACM Trans. Graph. | 3 |
| 2019 | Neural Importance SamplingabstractWe propose to use deep neural networks for generating samples in Monte Carlo integration. Our work is based on non-linear independent components estimation (NICE), which we extend in numerous ways to improve performance and enable its application to integration problems. First, we introduce piecewise-polynomial coupling transforms that greatly increase the modeling power of individual coupling layers. Second, we propose to preprocess the inputs of neural networks using one-blob encoding, which stimulates localization of computation and improves inference. Third, we derive a gradient-descent-based optimization for the Kullback-Leibler and the χ 2 divergence for the specific application of Monte Carlo integration with unnormalized stochastic estimates of the target distribution. Our approach enables fast and accurate inference and efficient sample generation independently of the dimensionality of the integration domain. We show its benefits on generating natural images and in two applications to light-transport simulation: first, we demonstrate learning of joint path-sampling densities in the primary sample space and importance sampling of multi-dimensional path prefixes thereof. Second, we use our technique to extract conditional directional densities driven by the product of incident illumination and the BSDF in the rendering equation, and we leverage the densities for path guiding. In all applications, our approach yields on-par or higher performance than competing techniques at equal sample count. Thomas Müller 0013, Brian McWilliams, Fabrice Rousselle, Markus Gross 0001, Jan Novák |
ACM Trans. Graph. | 4 |
| 2019 | Accurate markerless jaw tracking for facial performance captureabstractWe present the first method to accurately track the invisible jaw based solely on the visible skin surface, without the need for any markers or augmentation of the actor. As such, the method can readily be integrated with off-the-shelf facial performance capture systems. The core idea is to learn a non-linear mapping from the skin deformation to the underlying jaw motion on a dataset where ground-truth jaw poses have been acquired, and then to retarget the mapping to new subjects. Solving for the jaw pose plays a central role in visual effects pipelines, since accurate jaw motion is required when retargeting to fantasy characters and for physical simulation. Currently, this task is performed mostly manually to achieve the desired level of accuracy, and the presented method has the potential to fully automate this labour intense and error prone process. Gaspard Zoss, Thabo Beeler, Markus Gross 0001, Derek Bradley |
ACM Trans. Graph. | 3 |
| 2018 | InspireMe: Learning Sequence Models for StoriesabstractWe present a novel approach to modeling stories using recurrent neural networks. Different story features are extracted using natural language processing techniques and used to encode the stories as sequences. These sequences can be learned by deep neural networks, in order to predict the next story events. The predictions can be used as an inspiration for writers who experience a writer's block. We further assist writers in their creative process by generating visualizations of the character interactions in the story. We show that suggestions from our model are rated as highly as the real scenes from a set of films and that our visualizations can help people in gaining deeper story understanding. Vincent Fortuin, Romann M. Weber, Sasha Schriber, Diana Wotruba, Markus Gross 0001 |
AAAI | 5 |
| 2018 | Computer-Assisted Authoring for Natural Language Story ScriptsabstractIn order to assist scriptwriters during the process of story-writing, we have developed a system that can extract information from natural language stories, and allow for story-centric as well as character-centric reasoning. These inferencing capabilities are exposed to the user through intuitive querying systems, allowing the scriptwriter to ask the system questions about story and character information. We introduce knowledge bytes as atoms of information and demonstrate that the system can parse text into a stream of knowledge bytes and use these mentioned reasoning capabilities through logical reasoning. Rushit Sanghrajka, Wojciech Witon, Sasha Schriber, Markus Gross 0001, Mubbasir Kapadia |
AAAI | 4 |
| 2018 | Deep Video Color Propagation
Simone Schaub-Meyer, Victor Cornillère, Abdelaziz Djelouah, Christopher Schroers, Markus Gross 0001 |
BMVC | 5 |
| 2018 | A Neural Multi-Sequence Alignment TeCHnique (NeuMATCH)abstractThe alignment of heterogeneous sequential data (video to text) is an important and challenging problem. Standard techniques for this task, including Dynamic Time Warping (DTW) and Conditional Random Fields (CRFs), suffer from inherent drawbacks. Mainly, the Markov assumption implies that, given the immediate past, future alignment decisions are independent of further history. The separation between similarity computation and alignment decision also prevents end-to-end training. In this paper, we propose an end-to-end neural architecture where alignment actions are implemented as moving data between stacks of Long Short-term Memory (LSTM) blocks. This flexible architecture supports a large variety of alignment tasks, including one-to-one, one-to-many, skipping unmatched elements, and (with extensions) non-monotonic alignment. Extensive experiments on semi-synthetic and real datasets show that our algorithm outperforms state-of-the-art baselines. Pelin Dogan-Schönberger, Boyang Li 0001, Leonid Sigal, Markus Gross 0001 |
CVPR | 4 |
| 2018 | PhaseNet for Video Frame InterpolationabstractMost approaches for video frame interpolation require accurate dense correspondences to synthesize an in-between frame. Therefore, they do not perform well in challenging scenarios with e.g. lighting changes or motion blur. Recent deep learning approaches that rely on kernels to represent motion can only alleviate these problems to some extent. In those cases, methods that use a per-pixel phase-based motion representation have been shown to work well. However, they are only applicable for a limited amount of motion. We propose a new approach, PhaseNet, that is designed to robustly handle challenging scenarios while also coping with larger motion. Our approach consists of a neural network decoder that directly estimates the phase decomposition of the intermediate frame. We show that this is superior to the hand-crafted heuristics previously used in phase-based methods and also compares favorably to recent deep learning based approaches for video frame interpolation on challenging datasets. Simone Schaub-Meyer, Abdelaziz Djelouah, Brian McWilliams, Alexander Sorkine-Hornung, Markus Gross 0001, Christopher Schroers |
CVPR | 5 |
| 2018 | A Network Architecture for Point Cloud Classification via Automatic Depth Images GenerationabstractWe propose a novel neural network architecture for point cloud classification. Our key idea is to automatically transform the 3D unordered input data into a set of useful 2D depth images, and classify them by exploiting well performing image classification CNNs. We present new differentiable module designs to generate depth images from a point cloud. These modules can be combined with any network architecture for processing point clouds. We utilize them in combination with state-of-the-art classification networks, and get results competitive with the state of the art in point cloud classification. Furthermore, our architecture automatically produces informative images representing the input point cloud, which could be used for further applications such as point cloud visualization. Riccardo Roveri, Lukas Rahmann, A. Cengiz Öztireli, Markus Gross 0001 |
CVPR | 4 |
| 2018 | Towards better understanding of gradient-based attribution methods for Deep Neural Networks
Marco Ancona, Enea Ceolini, A. Cengiz Öztireli, Markus Gross 0001 |
ICLR (Poster) | 4 |
| 2018 | CARDINAL: Computer Assisted Authoring of Movie ScriptsabstractWe present Cardinal, a tool for computer-assisted authoring of movie scripts. Cardinal provides a means of viewing a script through a variety of perspectives, for interpretation as well as editing. This is made possible by virtue of intelligent automated analysis of natural language scripts and generating different intermediate representations. Cardinal generates 2-D and 3-D visualizations of the scripted narrative and also presents interactions in a timeline-based view. The visualizations empower the scriptwriter to understand their story from a spatial perspective, and the timeline view provides an overview of the interactions in the story. The user study reveals that users of the system demonstrated confidence and comfort using the system. Marcel Marti, Jodok Vieli, Wojciech Witon, Rushit Sanghrajka, Daniel Inversini, Diana Wotruba, Isabel Simo, Sasha Schriber, Mubbasir Kapadia, Markus Gross 0001 |
IUI | 10 |
| 2018 | Semantic Segmentation for Line Drawing Vectorization Using Neural NetworksabstractAbstract In this work, we present a method to vectorize raster images of line art. Inverting the rasterization procedure is inherently ill‐conditioned, as there exist many possible vector images that could yield the same raster image. However, not all of these vector images are equally useful to the user, especially if performing further edits is desired. We therefore define the problem of computing an instance segmentation of the most likely set of paths that could have created the raster image. Once the segmentation is computed, we use existing vectorization approaches to vectorize each path, and then combine all paths into the final output vector image. To determine which set of paths is most likely, we train a pair of neural networks to provide semantic clues that help resolve ambiguities at intersection and overlap regions. These predictions are made considering the full context of the image, and are then globally combined by solving a Markov Random Field (MRF). We demonstrate the flexibility of our method by generating results on character datasets, a synthetic random line dataset, and a dataset composed of human drawn sketches. For all cases, our system accurately recovers paths that adhere to the semantics of the drawings. Byungsoo Kim 0001, Oliver Wang, A. Cengiz Öztireli, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2018 | HairControl: A Tracking Solution for Directable Hair SimulationabstractAbstract We present a method for adding artistic control to physics‐based hair simulation. Taking as input an animation of a coarse set of guide hairs, we constrain a subsequent higher‐resolution simulation of detail hairs to follow the input motion in a spatially‐averaged sense. The resulting high‐resolution motion adheres to the artistic intent, but is enhanced with detailed deformations and dynamics generated by physics‐based simulation. The technical core of our approach is formed by a set of tracking constraints, requiring the center of mass of a given subset of detail hair to maintain its position relative to a reference point on the corresponding guide hair. As a crucial element of our formulation, we introduce the concept of dynamically‐changing constraint targets that allow reference points to slide along the guide hairs to provide sufficient flexibility for natural deformations. We furthermore propose to regularize the null space of the tracking constraints based on variance minimization, effectively controlling the amount of spread in the hair. We demonstrate the ability of our tracking solver to generate directable yet natural hair motion on a set of targeted experiments and show its application to production‐level animations. Antoine Milliez, Robert W. Sumner, Markus Gross 0001, Bernhard Thomaszewski |
Comput. Graph. Forum | 3 |
| 2018 | Visualizing the Phase Space of Heterogeneous Inertial Particles in 2D FlowsabstractAbstract In many scientific disciplines, the motion of finite‐sized objects in fluid flows plays an important role, such as in brownout engineering, sediment transport, oceanology or meteorology. These finite‐sized objects are called inertial particles and, in contrast to traditional tracer particles, their motion depends on their current position, their own particle velocity, the time and their size. Thus, the visualization of their motion becomes a high‐dimensional problem that entails computational and perceptual challenges. So far, no visualization explored and visualized the particle trajectories under variation of all seeding parameters. In this paper, we propose three coordinated views that visualize the different aspects of the high‐dimensional space in which the particles live. We visualize the evolution of particles over time, showing that particles travel different distances in the same time, depending on their size. The second view provides a clear illustration of the trajectories of different particle sizes and allows the user to easily identify differences due to particle size. Finally, we embed the trajectories in the space‐velocity domain and visualize their distance to an attracting manifold using ribbons. In all views, we support interactive linking and brushing, and provide abstraction through density volumes that are shown by direct volume rendering and isosurface slabs. Using our method, users gain deeper insights into the dynamics of inertial particles in 2D fluids, including size‐dependent separation, preferential clustering and attraction. We demonstrate the effectiveness of our method in multiple steady and unsteady 2D flows. Irene Baeza Rojo, Markus Gross 0001, Tobias Günther |
Comput. Graph. Forum | 2 |
| 2018 | PointProNets: Consolidation of Point Clouds with Convolutional Neural NetworksabstractAbstract With the widespread use of 3D acquisition devices, there is an increasing need of consolidating captured noisy and sparse point cloud data for accurate representation of the underlying structures. There are numerous algorithms that rely on a variety of assumptions such as local smoothness to tackle this ill‐posed problem. However, such priors lead to loss of important features and geometric detail. Instead, we propose a novel data‐driven approach for point cloud consolidation via a convolutional neural network based technique. Our method takes a sparse and noisy point cloud as input, and produces a dense point cloud accurately representing the underlying surface by resolving ambiguities in geometry. The resulting point set can then be used to reconstruct accurate manifold surfaces and estimate surface properties. To achieve this, we propose a generative neural network architecture that can input and output point clouds, unlocking a powerful set of tools from the deep learning literature. We use this architecture to apply convolutional neural networks to local patches of geometry for high quality and efficient point cloud consolidation. This results in significantly more accurate surfaces, as we illustrate with a diversity of examples and comparisons to the state‐of‐the‐art. Riccardo Roveri, A. Cengiz Öztireli, Ioana Pandele, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2018 | Mechanical characterization of structured sheet materialsabstractWe propose a comprehensive approach to characterizing the mechanical properties of structured sheet materials, i.e., planar rod networks whose mechanics and aesthetics are inextricably linked. We establish a connection between the complex mesoscopic deformation behavior of such structures and their macroscopic elastic properties through numerical homogenization. Our approach leverages 3D Kirchhoff rod simulation in order to capture nonlinear effects for both in-plane and bending deformations. We apply our method to different families of structures based on isohedral tilings---a simple yet extensive and aesthetically interesting group of space-filling patterns. We show that these tilings admit a wide range of material properties, and our homogenization approach allows us to create concise and intuitive descriptions of a material's direction-dependent macromechanical behavior that are easy to communicate even to non-experts. We perform this characterization for an extensive set of structures and organize these data in a material browser to enable efficient forward exploration of the aesthetic-mechanical space of structured sheet materials. We also propose an inverse design method to automatically find structure parameters that best approximate a user-specified target behavior. Steve Marschner, Markus Gross 0001, Bernhard Thomaszewski |
ACM Trans. Graph. | 3 |
| 2018 | Visualizing Nonlinear Narratives with Story CurvesabstractIn this paper, we present story curves, a visualization technique for exploring and communicating nonlinear narratives in movies. A nonlinear narrative is a storytelling device that portrays events of a story out of chronological order, e.g., in reverse order or going back and forth between past and future events. Many acclaimed movies employ unique narrative patterns which in turn have inspired other movies and contributed to the broader analysis of narrative patterns in movies. However, understanding and communicating nonlinear narratives is a difficult task due to complex temporal disruptions in the order of events as well as no explicit records specifying the actual temporal order of the underlying story. Story curves visualize the nonlinear narrative of a movie by showing the order in which events are told in the movie and comparing them to their actual chronological order, resulting in possibly meandering visual patterns in the curve. We also present Story Explorer, an interactive tool that visualizes a story curve together with complementary information such as characters and settings. Story Explorer further provides a script curation interface that allows users to specify the chronological order of events in movies. We used Story Explorer to analyze 10 popular nonlinear movies and describe the spectrum of narrative patterns that we discovered, including some novel patterns not previously described in the literature. Feedback from experts highlights potential use cases in screenplay writing and analysis, education and film production. A controlled user study shows that users with no expertise are able to understand visual patterns of nonlinear narratives using story curves. Benjamin Bach, Hyejin Im, Sasha Schriber, Markus Gross 0001, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2017 | How to Refine 3D Hand Pose Estimation from Unlabelled Depth Data?abstractData-driven approaches for hand pose estimation from depth images usually require a substantial amount of labelled training data which is quite hard to obtain. In this work, we show how a simple convolutional neural network, pre-trained only on synthetic depth images generated from a single 3D hand model, can be trained to adapt to unlabelled depth images from a real user’s hand. We validate our method on two existing and a new dataset that we capture, both quantitatively and qualitatively, demonstrating that we strongly compare to state-of-the-art methods. Additionally, this method can be seen as an extension to existing methods trained on limited datasets, which helps on boosting their performance on new ones. Endri Dibra, Thomas Wolf 0010, A. Cengiz Öztireli, Markus Gross 0001 |
3DV | 4 |
| 2017 | Human Shape from Silhouettes Using Generative HKS Descriptors and Cross-Modal Neural NetworksabstractIn this work, we present a novel method for capturing human body shape from a single scaled silhouette. We combine deep correlated features capturing different 2D views, and embedding spaces based on 3D cues in a novel convolutional neural network (CNN) based architecture. We first train a CNN to find a richer body shape representation space from pose invariant 3D human shape descriptors. Then, we learn a mapping from silhouettes to this representation space, with the help of a novel architecture that exploits correlation of multi-view data during training time, to improve prediction at test time. We extensively validate our results on synthetic and real data, demonstrating significant improvements in accuracy as compared to the state-of-the-art, and providing a practical system for detailed human body measurements from a single image. Endri Dibra, Himanshu Jain, A. Cengiz Öztireli, Remo Ziegler, Markus Gross 0001 |
CVPR | 5 |
| 2017 | Efficient Feature Embeddings for Student Classification with Variational Auto-encoders
Severin Klingler, Rafael Wampfler, Tanja Käser, Barbara Solenthaler, Markus Gross 0001 |
EDM | 5 |
| 2017 | Improved Mobile Robot Programming Performance through Real-time Program AssessmentabstractThe strong interest children show for mobile robots makes these devices potentially powerful to teach programming. Moreover, the tangibility of physical objects and the sociability of interacting with them are added benefits. A key skill that novices in programming have to acquire is the ability to mentally trace program execution. However, because of their embodied and real-time nature, robots make the mental tracing of program execution difficult. Rémy Siegfried, Severin Klingler, Markus Gross 0001, Robert W. Sumner, Francesco Mondada, Stéphane Magnenat |
ITiCSE | 3 |
| 2017 | DeepGarment : 3D Garment Shape Estimation from a Single Imageabstract3D garment capture is an important component for various applications such as free-view point video, virtual avatars, online shopping, and virtual cloth fitting. Due to the complexity of the deformations, capturing 3D garment shapes requires controlled and specialized setups. A viable alternative is image-based garment capture. Capturing 3D garment shapes from a single image, however, is a challenging problem and the current solutions come with assumptions on the lighting, camera calibration, complexity of human or mannequin poses considered, and more importantly a stable physical state for the garment and the underlying human body. In addition, most of the works require manual interaction and exhibit high run-times. We propose a new technique that overcomes these limitations, making garment shape estimation from an image a practical approach for dynamic garment capture. Starting from synthetic garment shape data generated through physically based simulations from various human bodies in complex poses obtained through Mocap sequences, and rendered under varying camera positions and lighting conditions, our novel method learns a mapping from rendered garment images to the underlying 3D garment model. This is achieved by training Convolutional Neural Networks (CNN-s) to estimate 3D vertex displacements from a template mesh with a specialized loss function. We illustrate that this technique is able to recover the global shape of dynamic 3D garments from a single image under varying factors such as challenging human poses, self occlusions, various camera poses and lighting conditions, at interactive rates. Improvement is shown if more than one view is integrated. Additionally, we show applications of our method to videos. R. Danerek, Endri Dibra, A. Cengiz Öztireli, Remo Ziegler, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2017 | Flow-Induced Inertial Steady Vector Field TopologyabstractTraditionally, vector field visualization is concerned with 2D and 3D flows. Yet, many concepts can be extended to general dynamical systems, including the higher-dimensional problem of modeling the motion of finite-sized objects in fluids. In the steady case, the trajectories of these so-called inertial particles appear as tangent curves of a 4D or 6D vector field. These higher-dimensional flows are difficult to map to lower-dimensional spaces, which makes their visualization a challenging problem. We focus on vector field topology, which allows scientists to study asymptotic particle behavior. As recent work on the 2D case has shown, both extraction and classification of isolated critical points depend on the underlying particle model. In this paper, we aim for a model-independent classification technique, which we apply to two different particle models in not only 2D, but also 3D cases. We show that the classification can be done by performing an eigenanalysis of the spatial derivatives' velocity subspace of the higher-dimensional 4D or 6D flow. We construct glyphs that depict not only the types of critical points, but also encode the directional information given by the eigenvectors. We show that the eigenvalues and eigenvectors of the inertial phase space have sufficient symmetries and structure so that they can be depicted in 2D or 3D, instead of 4D or 6D. Tobias Günther, Markus Gross 0001 |
Comput. Graph. Forum | 2 |
| 2017 | Decoupled Opacity Optimization for Points, Lines and SurfacesabstractDisplaying geometry inflow visualization is often accompanied by occlusion problems, making it difficult to perceive information that is relevant in the respective application. In a recent technique, named opacity optimization, the balance of occlusion avoidance and the selection of meaningful geometry was recognized to be a view-dependent, global optimization problem. The method solves a bounded-variable least-squares problem, which minimizes energy terms for the reduction of occlusion, background clutter, adding smoothness and regularization. The original technique operates on an object-space discretization and was shown for line and surface geometry. Recently, it has been extended to volumes, where it was solved locally per ray by dropping the smoothness energy term and replacing it by pre-filtering the importance measure. In this paper, we pick up the idea of splitting the opacity optimization problem into two smaller problems. The first problem is a minimization with analytic solution, and the second problem is a smoothing of the obtained minimizer in object-space. Thereby, the minimization problem can be solved locally per pixel, making it possible to combine all geometry types (points, lines and surfaces) consistently in a single optimization framework. We call this decoupled opacity optimization and apply it to a number of steady 3D vector fields. Tobias Günther, Holger Theisel, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2017 | Enriching Facial Blendshape Rigs with Physical SimulationabstractOftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo-cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non-trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face (e.g. the bouncing of facial tissue when running). We tackle this problem by introducing a simple and intuitive system that allows to add physics to facial blendshape animation. Unlike previous methods that try to add physics to face rigs, our method preserves the original facial animation as closely as possible. To this end, we present a novel simulation framework that uses the original animation as per-frame rest-poses without adding spurious forces. As a result, in the absence of any external forces or rigid head motion, the facial performance will exactly match the artist-created blendshape animation. In addition we propose the concept of blendmaterials to give artists an intuitive means to account for changing material properties due to muscle activation. This system allows to automatically combine facial animation and head motion such that they are consistent, while preserving the original animation as closely as possible. The system is easy to use and readily integrates with existing animation pipelines. Yeara Kozlov, Derek Bradley, Moritz Bächer, Bernhard Thomaszewski, Thabo Beeler, Markus Gross 0001 |
Comput. Graph. Forum | 6 |
| 2017 | 2017 Cover Image: Mixing Bowl
Alessia Marra, Maurizio Nitti, Marios Papas, Thomas Müller 0013, Markus Gross 0001, Wojciech Jarosz, Jan Novák |
Comput. Graph. Forum | 5 |
| 2017 | Practical Path Guiding for Efficient Light-Transport SimulationabstractAbstract We present a robust, unbiased technique for intelligent light‐path construction in path‐tracing algorithms. Inspired by existing path‐guiding algorithms, our method learns an approximate representation of the scene's spatio‐directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio‐directional hybrid data structure, referred to as SD‐tree, for storing and sampling incident radiance. The SD‐tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. Our method does not require tuning hyperparameters, although we allow limiting the memory footprint of the SD‐tree. The aforementioned properties, its ease of implementation, and its stable performance make our method compatible with production environments. We demonstrate the merits of our method on scenes with difficult visibility, detailed geometry, and complex specular‐glossy light transport, achieving better performance than previous state‐of‐the‐art algorithms. Thomas Müller 0013, Markus Gross 0001, Jan Novák |
Comput. Graph. Forum | 2 |
| 2017 | General Point Sampling with Adaptive Density and CorrelationsabstractAnalyzing and generating sampling patterns are fundamental problems for many applications in computer graphics. Ideally, point patterns should conform to the problem at hand with spatially adaptive density and correlations. Although there exist excellent algorithms that can generate point distributions with spatially adaptive density or anisotropy, the pair-wise correlation model, blue noise being the most common, is assumed to be constant throughout the space. Analogously, by relying on possibly modulated pair-wise difference vectors, the analysis methods are designed to study only such spatially constant correlations. In this paper, we present the first techniques to analyze and synthesize point patterns with adaptive density and correlations. This provides a comprehensive framework for understanding and utilizing general point sampling. Starting from fundamental measures from stochastic point processes, we propose an analysis framework for general distributions, and a novel synthesis algorithm that can generate point distributions with spatio-temporally adaptive density and correlations based on a locally stationary point process model. Our techniques also extend to general metric spaces. We illustrate the utility of the new techniques on the analysis and synthesis of real-world distributions, image reconstruction, spatio-temporal stippling, and geometry sampling. Riccardo Roveri, A. Cengiz Öztireli, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2017 | Generic objective vortices for flow visualizationabstractIn flow visualization, vortex extraction is a long-standing and unsolved problem. For decades, scientists developed numerous definitions that characterize vortex regions and their corelines in different ways, but none emerged as ultimate solution. One reason is that almost all techniques have a fundamental weakness: they are not invariant under changes of the reference frame, i.e., they are not objective. This has two severe implications: First, the result depends on the movement of the observer, and second, they cannot track vortices that are moving on arbitrary paths, which limits their reliability and usefulness in practice. Objective measures are rare, but recently gained more attention in the literature. Instead of only introducing a new objective measure, we show in this paper how all existing measures that are based on velocity and its derivatives can be made objective. We achieve this by observing the vector field in optimal local reference frames, in which the temporal derivative of the flow vanishes, i.e., reference frames in which the flow appears steady. The central contribution of our paper is to show that these optimal local reference frames can be found by a simple and elegant linear optimization. We prove that in the optimal frame, all local vortex extraction methods that are based on velocity and its derivatives become objective. We demonstrate our approach with objective counterparts to λ 2 , vorticity and Sujudi-Haimes. Tobias Günther, Markus Gross 0001, Holger Theisel |
ACM Trans. Graph. | 2 |
| 2017 | Deep scattering: rendering atmospheric clouds with radiance-predicting neural networksabstractWe present a technique for efficiently synthesizing images of atmospheric clouds using a combination of Monte Carlo integration and neural networks. The intricacies of Lorenz-Mie scattering and the high albedo of cloud-forming aerosols make rendering of clouds---e.g. the characteristic silverlining and the "whiteness" of the inner body---challenging for methods based solely on Monte Carlo integration or diffusion theory. We approach the problem differently. Instead of simulating all light transport during rendering, we pre-learn the spatial and directional distribution of radiant flux from tens of cloud exemplars. To render a new scene, we sample visible points of the cloud and, for each, extract a hierarchical 3D descriptor of the cloud geometry with respect to the shading location and the light source. The descriptor is input to a deep neural network that predicts the radiance function for each shading configuration. We make the key observation that progressively feeding the hierarchical descriptor into the network enhances the network's ability to learn faster and predict with higher accuracy while using fewer coefficients. We also employ a block design with residual connections to further improve performance. A GPU implementation of our method synthesizes images of clouds that are nearly indistinguishable from the reference solution within seconds to minutes. Our method thus represents a viable solution for applications such as cloud design and, thanks to its temporal stability, for high-quality production of animated content. Simon Kallweit, Thomas Müller 0013, Brian McWilliams, Markus Gross 0001, Jan Novák |
ACM Trans. Graph. | 4 |
| 2017 | A computational design tool for compliant mechanismsabstractWe present a computational tool for designing compliant mechanisms. Our method takes as input a conventional, rigidly-articulated mechanism defining the topology of the compliant design. This input can be both planar or spatial, and we support a number of common joint types which, whenever possible, are automatically replaced with parameterized flexures. As the technical core of our approach, we describe a number of objectives that shape the design space in a meaningful way, including trajectory matching, collision avoidance, lateral stability, resilience to failure, and minimizing motor torque. Optimal designs in this space are obtained as solutions to an equilibrium-constrained minimization problem that we solve using a variant of sensitivity analysis. We demonstrate our method on a set of examples that range from simple four-bar linkages to full-fledged animatronics, and verify the feasibility of our designs by manufacturing physical prototypes. Vittorio Megaro, Jonas Zehnder, Moritz Bächer, Stelian Coros, Markus Gross 0001, Bernhard Thomaszewski |
ACM Trans. Graph. | 5 |
| 2016 | HS-Nets: Estimating Human Body Shape from Silhouettes with Convolutional Neural NetworksabstractWe represent human body shape estimation from binary silhouettes or shaded images as a regression problem, and describe a novel method to tackle it using CNNs. Utilizing a parametric body model, we train CNNs to learn a global mapping from the input to shape parameters used to reconstruct the shapes of people, in neutral poses, with the application of garment fitting in mind. This results in an accurate, robust and automatic system, orders of magnitude faster than methods we compare to, enabling interactive applications. In addition, we show how to combine silhouettes from two views to improve prediction over a single view. The method is extensively evaluated on thousands of synthetic shapes and real data and compared to state of-art approaches, clearly outperforming methods based on global fitting and strongly competing with more expensive local fitting based ones. Endri Dibra, Himanshu Jain, A. Cengiz Öztireli, Remo Ziegler, Markus Gross 0001 |
3DV | 5 |
| 2016 | An Immersive Bidirectional System for Life-size 3D CommunicationabstractTelecommunication and video conferencing are an integral part of modern society with implications in many aspects of everyday life. However, compared to a meeting in person, the sense of presence is still limited in electronic communication. In this paper, we present a novel system for life-size 3D telecommunication. It is designed to create an immersive user experience by seamlessly embedding a remote conversation partner into the local environment. To achieve this, users are captured in 3D by hybrid (color+depth) sensors and displayed on a life-size transparent 3D display. We have built two instances of this system in Zurich and Singapore. They form a complete and fully functional prototype enabling bidirectional communication in real-time over a long distance. We further demonstrate alternative hardware setups, which make our system flexible and adaptable to different usage scenarios. Claudia Plüss, Nicola Ranieri, Jean-Charles Bazin, Pierre-Yves Laffont, Tiberiu Popa, Markus Gross 0001 |
CASA | 7 |
| 2016 | A Benchmark Dataset and Evaluation Methodology for Video Object SegmentationabstractOver the years, datasets and benchmarks have proven their fundamental importance in computer vision research, enabling targeted progress and objective comparisons in many fields. At the same time, legacy datasets may impend the evolution of a field due to saturated algorithm performance and the lack of contemporary, high quality data. In this work we present a new benchmark dataset and evaluation methodology for the area of video object segmentation. The dataset, named DAVIS (Densely Annotated VIdeo Segmentation), consists of fifty high quality, Full HD video sequences, spanning multiple occurrences of common video object segmentation challenges such as occlusions, motionblur and appearance changes. Each video is accompanied by densely annotated, pixel-accurate and per-frame ground truth segmentation. In addition, we provide a comprehensive analysis of several state-of-the-art segmentation approaches using three complementary metrics that measure the spatial extent of the segmentation, the accuracy of the silhouette contours and the temporal coherence. The results uncover strengths and weaknesses of current approaches, opening up promising directions for future works. Federico Perazzi, Jordi Pont-Tuset, Brian McWilliams, Luc Van Gool, Markus Gross 0001, Alexander Sorkine-Hornung |
CVPR | 5 |
| 2016 | Shape from Selfies: Human Body Shape Estimation Using CCA Regression Forests
Endri Dibra, A. Cengiz Öztireli, Remo Ziegler, Markus Gross 0001 |
ECCV (4) | 4 |
| 2016 | Phase-Based Modification Transfer for Video
Simone Schaub-Meyer, Alexander Sorkine-Hornung, Markus Gross 0001 |
ECCV (3) | 3 |
| 2016 | Temporally Coherent Clustering of Student Data
Severin Klingler, Tanja Käser, Barbara Solenthaler, Markus Gross 0001 |
EDM | 4 |
| 2016 | Evaluating Accessible Graphical Interfaces for Building Story Worlds
Steven Poulakos, Mubbasir Kapadia, Guido M. Maiga, Fabio Zünd, Markus Gross 0001, Robert W. Sumner |
ICIDS | 5 |
| 2016 | Real-time temporally coherent local HDR tone mappingabstractSubjective studies showed that most HDR video tone mapping operators either produce disturbing temporal artifacts, or are limited in their local contrast reproduction capability. Recently, both these issues have been addressed by a novel temporally coherent local HDR tone mapping method, which has been shown, both qualitatively and through a subjective study, to be advantageous compared to previous methods. However, this method's high-quality results came at the cost of a computationally expensive workflow that could only be executed offline. In this paper, we present a modified algorithm which builds upon the previous work by redesigning key components to achieve real-time performance. We accomplish this by replacing the optical flow based per-pixel temporal coherency with a tone-curve-space alternative. This way we eliminate the main computational burden of the original method with little sacrifice in visual quality. Simone Croci, Tunç Ozan Aydin, Nikolce Stefanoski, Markus Gross 0001, Aljoscha Smolic |
ICIP | 4 |
| 2016 | Stealth Assessment in ITS - A Study for Developmental Dyscalculia
Severin Klingler, Tanja Käser, Alberto Giovanni Busetto, Barbara Solenthaler, Juliane Kohn, Michael von Aster, Markus Gross 0001 |
ITS | 7 |
| 2016 | When to stop?: towards universal instructional policiesabstractThe adaptivity of intelligent tutoring systems relies on the accuracy of the student model and the design of the instructional policy. Recently an instructional policy has been presented that is compatible with all common student models. In this work we present the next step towards a universal instructional policy. We introduce a new policy that is applicable to an even wider range of student models including DBNs modeling skill topologies and forgetting. We theoretically and empirically compare our policy to previous policies. Using synthetic and real world data sets we show that our policy can effectively handle wheel-spinning students as well as forgetting across a wide range of student models. Tanja Käser, Severin Klingler, Markus Gross 0001 |
LAK | 3 |
| 2016 | Motion based remote camera control with mobile devicesabstractWith current digital cameras and smartphones, taking photos and videos has never been easier. However, it is still difficult to take a photo of a brief action at the right time. In addition, editing captured videos, such as modifying the playback speed of some parts of a video, remains a time consuming task. Sabir Akhadov, Marcel Lancelle, Jean-Charles Bazin, Markus Gross 0001 |
MobileHCI | 4 |
| 2016 | An event-centric approach to authoring stories in crowdsabstractWe present a graphical authoring tool for creating complex narratives in large, populated areas with crowds of virtual humans. With an intuitive drag-and-drop interface, our system enables an untrained author to assemble story arcs in terms of narrative events that seamlessly control either principal characters or choreographed heterogeneous crowds within the same conceptual structure. Smart Crowds allow groups of characters to be dynamically assembled and scheduled with ambient activities, while also permitting individual characters to be selected from the crowd and featured more prominently as an individual in a story with more sophisticated behavior. Our system runs in real-time at interactive rates with no pause or costly pre-computation step between creating a story and simulating it, making this approach ideal for storyboarding or pre-visualization of narrative sequences. Mubbasir Kapadia, Alexander Shoulson, Cyril Steimer, Samuel Oberholzer, Robert W. Sumner, Markus Gross 0001 |
MIG | 6 |
| 2016 | Precision: precomputing environment semantics for contact-rich character animationabstractThe widespread availability of high-quality motion capture data and the maturity of solutions to animate virtual characters has paved the way for the next generation of interactive virtual worlds exhibiting intricate interactions between characters and the environments they inhabit. However, current motion synthesis techniques have not been designed to scale with complex environments and contact-rich motions, requiring environment designers to manually embed motion semantics in the environment geometry in order to address online motion synthesis. This paper presents an automated approach for analyzing both motions and environments in order to represent the different ways in which an environment can afford a character to move. We extract the salient features that characterize the contact-rich motion repertoire of a character and detect valid transitions in the environment where each of these motions may be possible, along with additional semantics that inform which surfaces of the environment the character may use for support during the motion. The precomputed motion semantics can be easily integrated into standard navigation and animation pipelines in order to greatly enhance the motion capabilities of virtual characters. The computational efficiency of our approach enables two additional applications. Environment designers can interactively design new environments and get instant feedback on how characters may potentially interact, which can be used for iterative modeling and refinement. End users can dynamically edit virtual worlds and characters will automatically accommodate the changes in the environment in their movement strategies. Mubbasir Kapadia, Xianghao Xu, Maurizio Nitti, Marcelo Kallmann, Stelian Coros, Robert W. Sumner, Markus Gross 0001 |
I3D | 7 |
| 2016 | Physically Based Video EditingabstractAbstract Convincing manipulation of objects in live action videos is a difficult and often tedious task. Skilled video editors achieve this with the help of modern professional tools, but complex motions might still lack physical realism since existing tools do not consider the laws of physics. On the other hand, physically based simulation promises a high degree of realism, but typically creates a virtual 3D scene animation rather than returning an edited version of an input live action video. We propose a framework that combines video editing and physics‐based simulation. Our tool assists unskilled users in editing an input image or video while respecting the laws of physics and also leveraging the image content. We first fit a physically based simulation that approximates the object's motion in the input video. We then allow the user to edit the physical parameters of the object, generating a new physical behavior for it. The core of our work is the formulation of an image‐aware constraint within physics simulations. This constraint manifests as external control forces to guide the object in a way that encourages proper texturing at every frame, yet producing physically plausible motions. We demonstrate the generality of our method on a variety of physical interactions: rigid motion, multi‐body collisions, clothes and elastic bodies. Jean-Charles Bazin, Claudia Plüss, Alec Jacobson, Markus Gross 0001 |
Comput. Graph. Forum | 6 |
| 2016 | Anaglyph Caustics with Motion ParallaxabstractAbstract In this paper we present a method to model and simulate a lens such that its caustic reveals a stereoscopic 3D image when viewed through anaglyph glasses. By interpreting lens dispersion as stereoscopic disparity, our method optimizes the shape and arrangement of prisms constituting the lens, such that the resultinganaglyph causticcorresponds to a given input image defined by intensities and disparities. In addition, a slight change of the lens' distance to the screen causes a 3D parallax effect that can also be perceived without glasses. Our proposed relaxation method carefully balances the resulting pixel intensity and disparity error, while taking the subsequent physical fabrication process into account. We demonstrate our method on a representative set of input images and evaluate the anaglyph caustics using multi‐spectral photon tracing. We further show the fabrication of prototype lenses with a laser cutter as a proof of concept. Marcel Lancelle, Barbara Solenthaler, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2016 | Programmable Animation Texturing using Motion StampsabstractAbstract Our work on programmable animation texturing enhances the concept of texture mapping by letting artists stylize arbitrary animations using elementary animations, instantiated at the scale of their choice. The core of our workflow resides in two components: we first impose structure and temporal coherence over the animation data using a novel radius‐based animation‐aware clustering. The computed clusters conform to the user‐specified scale, and follow the underlying animation regardless of its topology. Extreme mesh deformations, complex particle simulations, or simulated mesh animations with ever‐changing topology can therefore be handled in a temporally coherent way. Then, in analogy to fragment shaders that specify an output color based on a texture and a collection of properties defined per vertex (position, texture coordinate, etc.), we provide a programmable interface to the user, letting him or her specify an output animation based on the collection of properties we extract per cluster (position, velocity, etc.). We equip elementary animations with a collection of parameters that are exposed in our programmable system and enables users to script the animated textures depending on properties of the input cluster. We demonstrate the power of our system with complex animated textures created with minimal user input. Antoine Milliez, Martin Guay, Marie-Paule Cani, Markus Gross 0001, Robert W. Sumner |
Comput. Graph. Forum | 4 |
| 2016 | Stenciling: Designing Structurally-Sound Surfaces with Decorative PatternsabstractAbstract We present a novel method to design shells with artistic cutouts in a manner that produces a stable final result. The process of stenciling, removing material with a fixed shape, is a particularly appealing way to introduce a decorative pattern into the design of architectural structures, furniture, or household objects. However, removing material can easily weaken an object to the point where its integrity is compromised, while purely functional distributions of cutouts lack the desired aesthetic component. We tackle this problem by combining aesthetics, stability, and material efficiency in an optimization that determines the distribution and scaling of these stencils in a way that complies as much as possible with both pattern and stability objectives. We demonstrate the capabilities of our system on examples from architecture, furniture design, and decorative items, and show how user interaction can be integrated to guide the aesthetics of the final result. Bernhard Thomaszewski, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2016 | Lightweight eye capture using a parametric modelabstractFacial scanning has become ubiquitous in digital media, but so far most efforts have focused on reconstructing the skin. Eye reconstruction, on the other hand, has received only little attention, and the current state-of-the-art method is cumbersome for the actor, time-consuming, and requires carefully setup and calibrated hardware. These constraints currently make eye capture impractical for general use. We present the first approach for high-quality lightweight eye capture, which leverages a database of pre-captured eyes to guide the reconstruction of new eyes from much less constrained inputs, such as traditional single-shot face scanners or even a single photo from the internet. This is accomplished with a new parametric model of the eye built from the database, and a novel image-based model fitting algorithm. Our method provides both automatic reconstructions of real eyes, as well as artistic control over the parameters to generate user-specific eyes. Pascal Bérard, Derek Bradley, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 3 |
| 2016 | Adaptive polynomial renderingabstractIn this paper, we propose a new adaptive rendering method to improve the performance of Monte Carlo ray tracing, by reducing noise contained in rendered images while preserving high-frequency edges. Our method locally approximates an image with polynomial functions and the optimal order of each polynomial function is estimated so that our reconstruction error can be minimized. To robustly estimate the optimal order, we propose a multi-stage error estimation process that iteratively estimates our reconstruction error. In addition, we present an energy-preserving outlier removal technique to remove spike noise without causing noticeable energy loss in our reconstruction result. Also, we adaptively allocate additional ray samples to high error regions guided by our error estimation. We demonstrate that our approach outperforms state-of-the-art methods by controlling the tradeoff between reconstruction bias and variance through locally defining our polynomial order, even without need for filtering bandwidth optimization, the common approach of other recent methods. Bochang Moon, Steven McDonagh 0001, Kenny Mitchell, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2016 | Efficient rendering of heterogeneous polydisperse granular mediaabstractWe address the challenge of efficiently rendering massive assemblies of grains within a forward path-tracing framework. Previous approaches exist for accelerating high-order scattering for a limited, and static, set of granular materials, often requiring scene-dependent precomputation. We significantly expand the admissible regime of granular materials by considering heterogeneous and dynamic granular mixtures with spatially varying grain concentrations, pack rates, and sizes. Our method supports both procedurally generated grain assemblies and dynamic assemblies authored in off-the-shelf particle simulation tools. The key to our speedup lies in two complementary aggregate scattering approximations which we introduced to jointly accelerate construction of short and long light paths. For low-order scattering, we accelerate path construction using novel grain scattering distribution functions (GSDF) which aggregate intra-grain light transport while retaining important grain-level structure. For high-order scattering, we extend prior work on shell transport functions (STF) to support dynamic, heterogeneous mixtures of grains with varying sizes. We do this without a scene-dependent precomputation and show how this can also be used to accelerate light transport in arbitrary continuous heterogeneous media. Our multi-scale rendering automatically minimizes the usage of explicit path tracing to only the first grain along a light path, or can avoid it completely, when appropriate, by switching to our aggregate transport approximations. We demonstrate our technique on animated scenes containing heterogeneous mixtures of various types of grains that could not previously be rendered efficiently. We also compare to previous work on a simpler class of granular assemblies, reporting significant computation savings, often yielding higher accuracy results. Thomas Müller 0013, Marios Papas, Markus Gross 0001, Wojciech Jarosz, Jan Novák |
ACM Trans. Graph. | 3 |
| 2016 | Model-based teeth reconstructionabstractIn recent years, sophisticated image-based reconstruction methods for the human face have been developed. These methods capture highly detailed static and dynamic geometry of the whole face, or specific models of face regions, such as hair, eyes or eye lids. Unfortunately, image-based methods to capture the mouth cavity in general, and the teeth in particular, have received very little attention. The accurate rendering of teeth, however, is crucial for the realistic display of facial expressions, and currently high quality face animations resort to tooth row models created by tedious manual work. In dentistry, special intra-oral scanners for teeth were developed, but they are invasive, expensive, cumbersome to use, and not readily available. In this paper, we therefore present the first approach for non-invasive reconstruction of an entire person-specific tooth row from just a sparse set of photographs of the mouth region. The basis of our approach is a new parametric tooth row prior learned from high quality dental scans. A new model-based reconstruction approach fits teeth to the photographs such that visible teeth are accurately matched and occluded teeth plausibly synthesized. Our approach seamlessly integrates into photogrammetric multi-camera reconstruction setups for entire faces, but also enables high quality teeth modeling from normal uncalibrated photographs and even short videos captured with a mobile phone. Chenglei Wu, Derek Bradley, Pablo Garrido 0001, Michael Zollhöfer, Christian Theobalt, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 6 |
| 2016 | An anatomically-constrained local deformation model for monocular face captureabstractWe present a new anatomically-constrained local face model and fitting approach for tracking 3D faces from 2D motion data in very high quality. In contrast to traditional global face models, often built from a large set of blendshapes, we propose a local deformation model composed of many small subspaces spatially distributed over the face. Our local model offers far more flexibility and expressiveness than global blendshape models, even with a much smaller model size. This flexibility would typically come at the cost of reduced robustness, in particular during the under-constrained task of monocular reconstruction. However, a key contribution of this work is that we consider the face anatomy and introduce subspace skin thickness constraints into our model, which constrain the face to only valid expressions and helps counteract depth ambiguities in monocular tracking. Given our new model, we present a novel fitting optimization that allows 3D facial performance reconstruction from a single view at extremely high quality, far beyond previous fitting approaches. Our model is flexible, and can be applied also when only sparse motion data is available, for example with marker-based motion capture or even face posing from artistic sketches. Furthermore, by incorporating anatomical constraints we can automatically estimate the rigid motion of the skull, obtaining a rigid stabilization of the performance for free. We demonstrate our model and single-view fitting method on a number of examples, including, for the first time, extreme local skin deformation caused by external forces such as wind, captured from a single high-speed camera. Chenglei Wu, Derek Bradley, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 3 |
| 2015 | On the Performance Characteristics of Latent-Factor and Knowledge Tracing Models
Severin Klingler, Tanja Käser, Barbara Solenthaler, Markus Gross 0001 |
EDM | 4 |
| 2015 | Statistical Analysis of Player Behavior in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001 |
FDG | 8 |
| 2015 | HeapCraft: Understanding and Improving Player Collaboration in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001 |
FDG | 8 |
| 2015 | Fully Connected Object Proposals for Video SegmentationabstractWe present a novel approach to video segmentation using multiple object proposals. The problem is formulated as a minimization of a novel energy function defined over a fully connected graph of object proposals. Our model combines appearance with long-range point tracks, which is key to ensure robustness with respect to fast motion and occlusions over longer video sequences. As opposed to previous approaches based on object proposals, we do not seek the best per-frame object hypotheses to perform the segmentation. Instead, we combine multiple, potentially imperfect proposals to improve overall segmentation accuracy and ensure robustness to outliers. Overall, the basic algorithm consists of three steps. First, we generate a very large number of object proposals for each video frame using existing techniques. Next, we perform an SVM-based pruning step to retain only high quality proposals with sufficiently discriminative power. Finally, we determine the fore-and background classification by solving for the maximum a posteriori of a fully connected conditional random field, defined using our novel energy function. Experimental results on a well established dataset demonstrate that our method compares favorably to several recent state-of-the-art approaches. Federico Perazzi, Oliver Wang, Markus Gross 0001, Alexander Sorkine-Hornung |
ICCV | 3 |
| 2015 | Online view sampling for estimating depth from light fieldsabstractGeometric information such as depth obtained from light fields finds more applications recently. Where and how to sample images to populate a light field is an important problem to maximize the usability of information gathered for depth reconstruction. We propose a simple analysis model for view sampling and an adaptive, online sampling algorithm tailored to light field depth reconstruction. Our model is based on the trade-off between visibility and depth resolvability for varying sampling locations, and seeks the optimal locations that best balance the two conflicting criteria. Changil Kim 0001, Kartic Subr, Kenny Mitchell, Alexander Sorkine-Hornung, Markus Gross 0001 |
ICIP | 5 |
| 2015 | Fin textures for real-time painterly aestheticsabstractWe present a novel method for real-time stylized rendering in video games. Recent advances in painterly character authoring and rendering allow artists to create characters represented by 3D geometry as well as 3D paint strokes embedded on and around that geometry. The resulting 3D paintings are rendered in screen space using special-purpose offline rendering algorithms to achieve a unique painterly style. While providing novel styles for offline rendering, existing techniques do not support real-time applications. In this paper, we propose a method to interactively render these complex 3D paintings with a focus on character animation in video games. After observing that off-surface paint strokes can be interpreted as volumetric data in the proximity of 3D meshes, we review existing volumetric texture techniques and show that they are not adapted to paint strokes, which can be sparse and have a significant structure that should be preserved. We propose a method based on fin textures in which mesh edges are extended orthogonally off the surface and textured to replicate the results of the custom offline rendering method. Our algorithm uses a per-pixel normal calculation in order to fade in fin textures along boundary views. Our results demonstrate real-time performance using a commodity game engine while maintaining a painterly style comparable to offline methods. Nicolas Imhof, Antoine Milliez, Flurin Jenal, René Bauer, Markus Gross 0001, Robert W. Sumner |
MIG | 5 |
| 2015 | HeapCraft: interactive data exploration and visualization tools for understanding and influencing player behavior in MinecraftabstractWe present HeapCraft: an open-source suite of interactive data exploration and visualization tools that allows researchers, server administrators and game designers to analyze and potentially influence player behavior in Minecraft. Our framework includes a telemetry system, several tools for visualizing and representing the collected data, and tools for modifying the game experience in controlled ways. Measures that we use to quantify and visualize player behavior and collaboration have been derived from a large data set containing 3451 player-hours from 908 players and 43 different servers. HeapCraft has been demonstrated on a variety of tasks including player behavior classification, as well as quantifying and improving collaboration of players on Minecraft servers. HeapCraft is freely available and serves to democratize game analytics for the Minecraft community at large. Stephan Müller 0002, Barbara Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Robert W. Sumner, Markus Gross 0001 |
MIG | 8 |
| 2015 | Computer-assisted authoring of interactive narrativesabstractThis paper explores new authoring paradigms and computer-assisted authoring tools for free-form interactive narratives. We present a new design formalism, Interactive Behavior Trees (IBT's), which decouples the monitoring of user input, the narrative, and how the user may influence the story outcome. We introduce automation tools for IBT's, to help the author detect and automatically resolve inconsistencies in the authored narrative, or conflicting user interactions that may hinder story progression. We compare IBT's to traditional story graph representations and show that our formalism better scales with the number of story arcs, and the degree and granularity of user input. The authoring time is further reduced with the help of automation, and errors are completely avoided. Our approach enables content creators to easily author complex, branching narratives with multiple story arcs in a modular, extensible fashion while empowering players with the agency to freely interact with the characters in the story and the world they inhabit. Mubbasir Kapadia, Jessica Falk, Fabio Zünd, Marcel Marti, Robert W. Sumner, Markus Gross 0001 |
I3D | 6 |
| 2015 | Efficient direct rendering of deforming surfaces via shared subdivision trees
Fuchang Liu, Sai-Kit Yeung, Markus Gross 0001 |
Comput. Aided Des. | 4 |
| 2015 | Art-directable Continuous Dynamic Range video
Alexandre Chapiro, Tunç Ozan Aydin, Nikolce Stefanoski, Simone Croci, Aljoscha Smolic, Markus Gross 0001 |
Comput. Graph. | 6 |
| 2015 | Dispersion-based Color Projection using Masked PrismsabstractWe present a method for projecting arbitrary color images using a white light source and an optical device with no colored components — consisting solely of one or two prisms and two transparent masks. When illuminated, the first mask creates structured white light that is then dispersed in the prism and attenuated by the second mask to create the color projection. We derive analytical expressions for the mask parameters from the physical components and validate our approach both in simulation and also demonstrate it on a wide variety of images using two different physical setups (one consisting of two inexpensive triangular prisms, and the other using a single rhombic prism). Furthermore, we show that optimizing the masks simultaneously enables obfuscating the image content, and provides a tradeoff between increased light throughput (by up to a factor of three) and maximum color saturation. Rafael Hostettler, Ralf Habel, Markus Gross 0001, Wojciech Jarosz |
Comput. Graph. Forum | 3 |
| 2015 | Interactive Generation of Realistic Facial Wrinkles from Sketchy DrawingsabstractAbstract Synthesizing facial wrinkles has been tackled either by a long process of manual sculpting on 3D models, or using automatic methods that do not allow for user interaction or artistic expression. In this paper, we propose a method that accepts interactive sketchy drawings depicting wrinkle patterns, and synthesizes realistic looking wrinkles on faces. The method inherits the simplicity of sketching, making it possible for artists as well as novice users to generate realistic facial detail very efficiently, allowing fast preview for physical makeup, or aging simulations for fun and professional applications. All strokes are used to infer the wrinkles, retaining the expressiveness of the sketches and realism of the final result at the same time. This is achieved by designing novel multi‐scale statistics tailored to the wrinkle geometry and coupled to the sketch interpretation method. The statistics capture the cross‐sectional profiles of wrinkles at different scales and parts of a face. The strokes are augmented with the statistics extracted from given example face models, and applied to an input face model interactively. The interface gives the user control over the shapes and scales of wrinkles via sketching while adding extra details required for realism automatically. Hyeon-Joong Kim, A. Cengiz Öztireli, Il-Kyu Shin, Markus Gross 0001, Soo-Mi Choi |
Comput. Graph. Forum | 4 |
| 2015 | Panoramic Video from Unstructured Camera ArraysabstractAbstract We describe an algorithm for generating panoramic video from unstructured camera arrays. Artifact‐free panorama stitching is impeded by parallax between input views. Common strategies such as multi‐level blending or minimum energy seams produce seamless results on quasi‐static input. However, on video input these approaches introduce noticeable visual artifacts due to lack of global temporal and spatial coherence. In this paper we extend the basic concept of local warping for parallax removal. Firstly, we introduce an error measure with increased sensitivity to stitching artifacts in regions with pronounced structure. Using this measure, our method efficiently finds an optimal ordering of pair‐wise warps for robust stitching with minimal parallax artifacts. Weighted extrapolation of warps in non‐overlap regions ensures temporal stability, while at the same time avoiding visual discontinuities around transitions between views. Remaining global deformation introduced by the warps is spread over the entire panorama domain using constrained relaxation, while staying as close as possible to the original input views. In combination, these contributions form the first system for spatiotemporally stable panoramic video stitching from unstructured camera array input. Federico Perazzi, Alexander Sorkine-Hornung, Henning Zimmer, Peter Kaufmann 0001, Oliver Wang, Scott Watson, Markus Gross 0001 |
Comput. Graph. Forum | 7 |
| 2015 | Example Based Repetitive Structure SynthesisabstractAbstract We present an example based geometry synthesis approach for generating general repetitive structures. Our model is based on a meshless representation, unifying and extending previous synthesis methods. Structures in the example and output are converted into a functional representation, where the functions are defined by point locations and attributes. We then formulate synthesis as a minimization problem where patches from the output function are matched to those of the example. As compared to existing repetitive structure synthesis methods, the new algorithm offers several advantages. It handles general discrete and continuous structures, and their mixtures in the same framework. The smooth formulation leads to employing robust optimization procedures in the algorithm. Equipped with an accurate patch similarity measure and dedicated sampling control, the algorithm preserves local structures accurately, regardless of the initial distribution of output points. It can also progressively synthesize output structures in given subspaces, allowing users to interactively control and guide the synthesis in real‐time. We present various results for continuous/discrete structures and their mixtures, residing on curves, submanifolds, volumes, and general subspaces, some of which are generated interactively. Riccardo Roveri, A. Cengiz Öztireli, Sebastian Martin, Barbara Solenthaler, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2015 | Detailed spatio-temporal reconstruction of eyelidsabstractIn recent years we have seen numerous improvements on 3D scanning and tracking of human faces, greatly advancing the creation of digital doubles for film and video games. However, despite the high-resolution quality of the reconstruction approaches available, current methods are unable to capture one of the most important regions of the face - the eye region. In this work we present the first method for detailed spatio-temporal reconstruction of eyelids. Tracking and reconstructing eyelids is extremely challenging, as this region exhibits very complex and unique skin deformation where skin is folded under while opening the eye. Furthermore, eyelids are often only partially visible and obstructed due to self-occlusion and eyelashes. Our approach is to combine a geometric deformation model with image data, leveraging multi-view stereo, optical flow, contour tracking and wrinkle detection from local skin appearance. Our deformation model serves as a prior that enables reconstruction of eyelids even under strong self-occlusions caused by rolling and folding skin as the eye opens and closes. The output is a person-specific, time-varying eyelid reconstruction with anatomically plausible deformations. Our high-resolution detailed eyelids couple naturally with current facial performance capture approaches. As a result, our method can largely increase the fidelity of facial capture and the creation of digital doubles. Amit Bermano, Thabo Beeler, Yeara Kozlov, Derek Bradley, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2015 | Data-driven fluid simulations using regression forestsabstractTraditional fluid simulations require large computational resources even for an average sized scene with the main bottleneck being a very small time step size, required to guarantee the stability of the solution. Despite a large progress in parallel computing and efficient algorithms for pressure computation in the recent years, realtime fluid simulations have been possible only under very restricted conditions. In this paper we propose a novel machine learning based approach, that formulates physics-based fluid simulation as a regression problem, estimating the acceleration of every particle for each frame. We designed a feature vector, directly modelling individual forces and constraints from the Navier-Stokes equations, giving the method strong generalization properties to reliably predict positions and velocities of particles in a large time step setting on yet unseen test videos. We used a regression forest to approximate the behaviour of particles observed in the large training set of simulations obtained using a traditional solver. Our GPU implementation led to a speed-up of one to three orders of magnitude compared to the state-of-the-art position-based fluid solver and runs in real-time for systems with up to 2 million particles. Lubor Ladicky, Sohyeon Jeong, Barbara Solenthaler, Marc Pollefeys, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2015 | Multi-scale modeling and rendering of granular materialsabstractWe address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques. Johannes Meng, Marios Papas, Ralf Habel, Carsten Dachsbacher, Steve Marschner, Markus Gross 0001, Wojciech Jarosz |
ACM Trans. Graph. | 6 |
| 2015 | Microstructures to control elasticity in 3D printingabstractWe propose a method for fabricating deformable objects with spatially varying elasticity using 3D printing. Using a single, relatively stiff printer material, our method designs an assembly of small-scale microstructures that have the effect of a softer material at the object scale, with properties depending on the microstructure used in each part of the object. We build on work in the area of metamaterials, using numerical optimization to design tiled microstructures with desired properties, but with the key difference that our method designs families of related structures that can be interpolated to smoothly vary the material properties over a wide range. To create an object with spatially varying elastic properties, we tile the object's interior with microstructures drawn from these families, generating a different microstructure for each cell using an efficient algorithm to select compatible structures for neighboring cells. We show results computed for both 2D and 3D objects, validating several 2D and 3D printed structures using standard material tests as well as demonstrating various example applications. Bernd Bickel, Jan Rys, Steve Marschner, Chiara Daraio, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2015 | Interactive design of 3D-printable robotic creaturesabstractWe present an interactive design system that allows casual users to quickly create 3D-printable robotic creatures. Our approach automates the tedious parts of the design process while providing ample room for customization of morphology, proportions, gait and motion style. The technical core of our framework is an efficient optimization-based solution that generates stable motions for legged robots of arbitrary designs. An intuitive set of editing tools allows the user to interactively explore the space of feasible designs and to study the relationship between morphological features and the resulting motions. Fabrication blueprints are generated automatically such that the robot designs can be manufactured using 3D-printing and off-the-shelf servo motors. We demonstrate the effectiveness of our solution by designing six robotic creatures with a variety of morphological features: two, four or five legs, point or area feet, actuated spines and different proportions. We validate the feasibility of the designs generated with our system through physics simulations and physically-fabricated prototypes. Vittorio Megaro, Bernhard Thomaszewski, Maurizio Nitti, Otmar Hilliges, Markus Gross 0001, Stelian Coros |
ACM Trans. Graph. | 5 |
| 2015 | Perceptually based downscaling of imagesabstractWe propose a perceptually based method for downscaling images that provides a better apparent depiction of the input image. We formulate image downscaling as an optimization problem where the difference between the input and output images is measured using a widely adopted perceptual image quality metric. The downscaled images retain perceptually important features and details, resulting in an accurate and spatio-temporally consistent representation of the high resolution input. We derive the solution of the optimization problem in closed-form, which leads to a simple, efficient and parallelizable implementation with sums and convolutions. The algorithm has running times similar to linear filtering and is orders of magnitude faster than the state-of-the-art for image downscaling. We validate the effectiveness of the technique with extensive tests on many images, video, and by performing a user study, which indicates a clear preference for the results of the new algorithm. A. Cengiz Öztireli, Markus Gross 0001 |
ACM Trans. Graph. | 2 |
| 2015 | Automated Aesthetic Analysis of Photographic ImagesabstractWe present a perceptually calibrated system for automatic aesthetic evaluation of photographic images. Our work builds upon the concepts of no-reference image quality assessment, with the main difference being our focus on rating image aesthetic attributes rather than detecting image distortions. In contrast to the recent attempts on the highly subjective aesthetic judgment problems such as binary aesthetic classification and the prediction of an image's overall aesthetics rating, our method aims on providing a reliable objective basis of comparison between aesthetic properties of different photographs. To that end our system computes perceptually calibrated ratings for a set of fundamental and meaningful aesthetic attributes, that together form an "aesthetic signature" of an image. We show that aesthetic signatures can still be used to improve upon the current state-of-the-art in automatic aesthetic judgment, but also enable interesting new photo editing applications such as automated aesthetic analysis, HDR tone mapping evaluation, and providing aesthetic feedback during multi-scale contrast manipulation. Tunç Ozan Aydin, Aljoscha Smolic, Markus Gross 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | Live Texturing of Augmented Reality Characters from Colored DrawingsabstractColoring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience. Stéphane Magnenat, Dat Tien Ngo, Fabio Zünd, Mattia Ryffel, Gioacchino Noris, Gerhard Röthlin, Alessia Marra, Maurizio Nitti, Pascal Fua, Markus Gross 0001, Robert W. Sumner |
IEEE Trans. Vis. Comput. Graph. | 10 |
| 2014 | Memory Efficient Stereoscopy from Light FieldsabstractWe address the problem of stereoscopic content generation from light fields using multi-perspective imaging. Our proposed method takes as input a light field and a target disparity map, and synthesizes a stereoscopic image pair by selecting light rays that fulfill the given target disparity constraints. We formulate this as a variational convex optimization problem. Compared to previous work, our method makes use of multi-view input to composite the new view with occlusions and disocclusions properly handled, does not require any correspondence information such as scene depth, is free from undesirable artifacts such as grid bias or image distortion, and is more efficiently solvable. In particular, our method is about ten times more memory efficient than the previous art, and is capable of processing higher resolution input. This is essential to make the proposed method practically applicable to realistic scenarios where HD content is standard. We demonstrate the effectiveness of our method experimentally. Changil Kim 0001, Ulrich Muller, Henning Zimmer, Yael Pritch, Alexander Sorkine-Hornung, Markus Gross 0001 |
3DV | 6 |
| 2014 | Computational Education using Latent Structured PredictionabstractComputational education offers an important add-on to conventional teaching. To provide optimal learning conditions, accurate representation of students’ current skills and adaptation to newly acquired knowledge are essential. To obtain sufficient representational power we investigate suitability of general graphical models and discuss adaptation by learning parameters of a log-linear distribution. For interpretability we propose to constrain the parameter space a-priori by leveraging domain knowledge. We show the benefits of general graphical models and of regularizing the parameter space by evaluation of our models on data collected from a computational education software for children having difficulties in learning mathematics. Tanja Käser, Alexander G. Schwing, Tamir Hazan, Markus Gross 0001 |
AISTATS | 4 |
| 2014 | Perceptual evaluation of cardboarding in 3D content visualizationabstractA pervasive artifact that occurs when visualizing 3D content is the so-called "cardboarding" effect, where objects appear flat due to depth compression, with relatively little research conducted to perceptually quantify its effects. Our aim is to shed light on the subjective preferences and practical perceptual limits of stereo vision with respect to cardboarding. We present three experiments that explore the consequences of displaying simple scenes with reduced depths using both subjective ratings and adjustments and objective sensitivity metrics. Our results suggest that compressing depth to 80% or above is likely to be acceptable, whereas sensitivity to the cardboarding artifact below 30% is very high. These values could be used in practice as guidelines for commonplace depth mapping operations in 3D production pipelines. Alexandre Chapiro, Olga Diamanti, Steven Poulakos, Carol O'Sullivan, Aljoscha Smolic, Markus Gross 0001 |
SAP | 6 |
| 2014 | Alternating attention in continuous stereoscopic depthabstractThe decoupling of eye vergence and accommodation (V/A) has been found to negatively impact depth interpretation, visual comfort and fatigue. In this paper, we explore a hypothesis that placement of visual cues within a scene can assist a viewer in the process of maintaining the V/A decoupling. This effect is demonstrated through the use of a continuous depth plane that connects spatially distinct scene elements. Our experimental design enables us to make the following three contributions: (1) We show that a continuous depth element can improve the time it takes to transition visual attention in depth. (2) We observe that the subjective assessment of fatigue emerges before we detect a quantitative decline in performance. (3) We aim to motivate that stereoscopic 3D content creators may learn scene composition, framing and montage from visual psychophysics. Steven Poulakos, Gerhard Röthlin, Adrian Schwaninger, Aljoscha Smolic, Markus Gross 0001 |
SAP | 5 |
| 2014 | Different parameters - same prediction: An analysis of learning curves
Tanja Käser, Kenneth R. Koedinger, Markus Gross 0001 |
EDM | 3 |
| 2014 | MasterCam FVV: Robust registration of multiview sports video to a static high-resolution master camera for free viewpoint videoabstractFree viewpoint video enables interactive viewpoint selection in real world scenes, which is attractive for many applications such as sports visualization. Multi-camera registration is one of the difficult tasks in such systems. We introduce the concept of a static high resolution master camera for improved long-term multiview alignment. All broadcast cameras are aligned to a common reference. Our approach builds on frame-to-frame alignment, extended into a recursive long-term estimation process, which is shown to be accurate, robust and stable over long sequences. Florian Angehrn, Oliver Wang, Yagiz Aksoy, Markus Gross 0001, Aljoscha Smolic |
ICIP | 4 |
| 2014 | Automatic jumping photos on smartphonesabstractJumping photos are very popular, particularly in the contexts of holidays and entertainment. However, triggering the camera at the right time to take a visually appealing jumping photo is quite difficult in practice, especially for casual photographers or self-portraits. We propose a fully automatic method that solves this practical problem. By analyzing the ongoing jump motion online at a fast rate, our method predicts the time at which the jumping person will reach the highest point and takes trigger delays into account to compute when the camera has to be triggered. Since smartphones are more and more ubiquitous, we focus on these devices which leads to some challenges such as limited computational power and data transfer rates. We developed an Android app for smart-phones and used it to conduct experiments with various jump styles confirming the validity of our approach. Cecilia Garcia, Jean-Charles Bazin, Marcel Lancelle, Markus Gross 0001 |
ICIP | 4 |
| 2014 | ColorBrush: Animated diffusion for intuitive colorization simulating water paintingabstractWater painting is an art, where the result and experience strongly depend on the process of creating it. Color is injected by the artist in a controlled way and diffuses into a final state. We present a system to simulate such a process, which builds on existing colorization approaches. The geodesic distance builds the mathematical foundation for our animated diffusion. We add a time-dependent weight function to generate a diffusion-like spreading effect. Tiled approximation is used to achieve interactive rates on modern mobile devices. The result is a colorization framework simulating water painting that allows giving real-time feedback on touch events with the limited hardware resources of a tablet computer. Nicolas Marki, Oliver Wang, Markus Gross 0001, Aljoscha Smolic |
ICIP | 3 |
| 2014 | Registration of multiple RGBD cameras via local rigid transformationsabstractRGBD cameras, such as the Kinect, have recently revolutionized the field of real-time geometry and appearance acquisition. While impressive 3D reconstruction results have been obtained, combining data acquired by multiple RGBD cameras constitutes a technical challenge. Several methods have been proposed to estimate the internal parameters of each RGBD camera (such as depth mapping function and focal length). Despite that the textured geometry obtained by each RGBD camera individually is visually attractive, even state-of-the-art methods have difficulties in correctly combining the textured geometries obtained by several RGBD cameras via a rigid transformation. Based on this observation, our approach registers the RGBD cameras by a smooth field of rigid transformations, instead of a single rigid transformation. Experimental results on challenging data demonstrate the validity of the proposed approach. Teng Deng, Jean-Charles Bazin, Claudia Plüss, Jianfei Cai 0001, Tiberiu Popa, Markus Gross 0001 |
ICME | 7 |
| 2014 | Gaze correction witha single webcamabstractEye contact is a critical aspect of human communication. However, when talking over a video conferencing system, such as Skype, it is not possible for users to have eye contact when looking at the conversation partner's face displayed on the screen. This is due to the location disparity between the video conferencing window and the camera. This issue has been tackled by expensive high-end systems or hybrid depth+color cameras, but such equipment is still largely unavailable at the consumer level and on platforms such as laptops or tablets. In contrast, we propose a gaze correction method that needs just a single webcam. We apply recent shape deformation techniques to generate a 3D face model that matches the user's face. We then render a gaze-corrected version of this face model and seamlessly insert it into the original image. Experiments on real data and various platforms confirm the validity of the approach and demonstrate that the visual quality of our results is at least equivalent to those obtained by state-of-the-art methods requiring additional equipment. Dominik Giger, Jean-Charles Bazin, Claudia Plüss, Tiberiu Popa, Markus Gross 0001 |
ICME | 5 |
| 2014 | Beyond Knowledge Tracing: Modeling Skill Topologies with Bayesian Networks
Tanja Käser, Severin Klingler, Alexander G. Schwing, Markus Gross 0001 |
Intelligent Tutoring Systems | 4 |
| 2014 | Influence of animated reality mixing techniques on user experienceabstractWe investigate the influence of motion effects in the domain of mobile Augmented Reality (AR) games on user experience and task performance. The work focuses on evaluating responses to a selection of synthesized camera oriented reality mixing techniques for AR, such as motion blur, defocus blur, latency and lighting responsiveness. In our cross section of experiments, we observe that these measures have a significant impact on perceived realism, where aesthetic quality is valued. However, lower latency records the strongest correlation with improved subjective enjoyment, satisfaction, and realism, and objective scoring performance. We conclude that the reality mixing techniques employed are not significant in the overall user experience of a mobile AR game, except where harmonious or convincing blended AR image quality is consciously desired by the participants. Fabio Zünd, Marcel Lancelle, Mattia Ryffel, Robert W. Sumner, Kenny Mitchell, Markus Gross 0001 |
MIG | 6 |
| 2014 | Optimizing stereo-to-multiview conversion for autostereoscopic displaysabstractAbstract We present a novel stereo‐to‐multiview video conversion method for glasses‐free multiview displays. Different from previous stereo‐to‐multiview approaches, our mapping algorithm utilizes the limited depth range of autostereoscopic displays optimally and strives to preserve the scene's artistic composition and perceived depth even under strong depth compression. We first present an investigation of how perceived image quality relates to spatial frequency and disparity. The outcome of this study is utilized in a two‐step mapping algorithm, where we (i) compress the scene depth using a non‐linear global function to the depth range of an autostereoscopic display and (ii) enhance the depth gradients of salient objects to restore the perceived depth and salient scene structure. Finally, an adapted image domain warping algorithm is proposed to generate the multiview output, which enables overall disparity range extension. Alexandre Chapiro, Simon Heinzle, Tunç Ozan Aydin, Steven Poulakos, Matthias Zwicker, Aljoscha Smolic, Markus Gross 0001 |
Comput. Graph. Forum | 7 |
| 2014 | Spatio-temporal geometry fusion for multiple hybrid cameras using moving least squares surfacesabstractAbstract Multi‐view reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component for a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a calibrated set of hybrid color+depth cameras. Our reconstruction provides spatio‐temporal consistency and seamlessly fuses color and geometric information. We illustrate our approach on a variety of real sequences and demonstrate that it favorably compares to state‐of‐the‐art methods. Claudia Plüss, Jean-Charles Bazin, A. Cengiz Öztireli, Teng Deng, Tiberiu Popa, Markus Gross 0001 |
Comput. Graph. Forum | 7 |
| 2014 | Temporally coherent local tone mapping of HDR videoabstractRecent subjective studies showed that current tone mapping operators either produce disturbing temporal artifacts, or are limited in their local contrast reproduction capability. We address both of these issues and present an HDR video tone mapping operator that can greatly reduce the input dynamic range, while at the same time preserving scene details without causing significant visual artifacts. To achieve this, we revisit the commonly usedspatialbase-detail layer decomposition and extend it to thetemporal domain. We achieve high quality spatiotemporal edge-aware filtering efficiently by using a mathematically justified iterative approach that approximates a global solution. Comparison with the state-of-the-art, both qualitatively, and quantitatively through a controlled subjective experiment, clearly shows our method's advantages over previous work. We present local tone mapping results on challenging high resolution scenes with complex motion and varying illumination. We also demonstrate our method's capability of preserving scene details at user adjustable scales, and its advantages for low light video sequences with significant camera noise. Tunç Ozan Aydin, Nikolce Stefanoski, Simone Croci, Markus Gross 0001, Aljoscha Smolic |
ACM Trans. Graph. | 4 |
| 2014 | High-quality capture of eyesabstractEven though the human eye is one of the central features of individual appearance, its shape has so far been mostly approximated in our community with gross simplifications. In this paper we demonstrate that there is a lot of individuality to every eye, a fact that common practices for 3D eye generation do not consider. To faithfully reproduce all the intricacies of the human eye we propose a novel capture system that is capable of accurately reconstructing all the visible parts of the eye: the white sclera , the transparent cornea and the non-rigidly deforming colored iris . These components exhibit very different appearance properties and thus we propose a hybrid reconstruction method that addresses them individually, resulting in a complete model of both spatio-temporal shape and texture at an unprecedented level of detail, enabling the creation of more believable digital humans. Finally, we believe that the findings of this paper will alter our community's current assumptions regarding human eyes, and our work has the potential to significantly impact the way that eyes will be modelled in the future. Pascal Bérard, Derek Bradley, Maurizio Nitti, Thabo Beeler, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2014 | Facial performance enhancement using dynamic shape space analysisabstractThe facial performance of an individual is inherently rich in subtle deformation and timing details. Although these subtleties make the performance realistic and compelling, they often elude both motion capture and hand animation. We present a technique for adding fine-scale details and expressiveness to low-resolution art-directed facial performances, such as those created manually using a rig, via marker-based capture, by fitting a morphable model to a video, or through Kinect reconstruction using recent faceshift technology. We employ a high-resolution facial performance capture system to acquire a representative performance of an individual in which he or she explores the full range of facial expressiveness. From the captured data, our system extracts an expressiveness model that encodes subtle spatial and temporal deformation details specific to that particular individual. Once this model has been built, these details can be transferred to low-resolution art-directed performances. We demonstrate results on various forms of input; after our enhancement, the resulting animations exhibit the same nuances and fine spatial details as the captured performance, with optional temporal enhancement to match the dynamics of the actor. Finally, we show that our technique outperforms the current state-of-the-art in example-based facial animation. Amit Bermano, Derek Bradley, Thabo Beeler, Fabio Zünd, Derek Nowrouzezahrai, Ilya Baran, Olga Sorkine-Hornung, Hanspeter Pfister, Robert W. Sumner, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 11 |
| 2014 | Designing inflatable structuresabstractWe propose an interactive, optimization-in-the-loop tool for designing inflatable structures. Given a target shape, the user draws a network of seams defining desired segment boundaries in 3D. Our method computes optimally-shaped flat panels for the segments, such that the inflated structure is as close as possible to the target while satisfying the desired seam positions. Our approach is underpinned by physics-based pattern optimization, accurate coarse-scale simulation using tension field theory, and a specialized constraint-optimization method. Our system is fast enough to warrant interactive exploration of different seam layouts, including internal connections, and their effects on the inflated shape. We demonstrate the resulting design process on a varied set of simulation examples, some of which we have fabricated, demonstrating excellent agreement with the design intent. Mélina Skouras, Bernhard Thomaszewski, Peter Kaufmann 0001, Akash Garg, Bernd Bickel, Eitan Grinspun, Markus Gross 0001 |
ACM Trans. Graph. | 7 |
| 2014 | Computational design of linkage-based charactersabstractWe present a design system for linkage-based characters, combining form and function in an aesthetically-pleasing manner. Linkage-based character design exhibits a mix of discrete and continuous problems, making for a highly unintuitive design space that is difficult to navigate without assistance. Our system significantly simplifies this task by allowing users to interactively browse different topology options, thus guiding the discrete set of choices that need to be made. A subsequent continuous optimization step improves motion quality and, crucially, safeguards against singularities. We demonstrate the flexibility of our method on a diverse set of character designs, and then realize our designs by physically fabricating prototypes. Bernhard Thomaszewski, Stelian Coros, Damien Gauge, Vittorio Megaro, Eitan Grinspun, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2014 | Subspace clothing simulation using adaptive basesabstractWe present a new approach to clothing simulation using low-dimensional linear subspaces with temporally adaptive bases. Our method exploits full-space simulation training data in order to construct a pool of low-dimensional bases distributed across pose space. For this purpose, we interpret the simulation data as offsets from a kinematic deformation model that captures the global shape of clothing due to body pose. During subspace simulation, we select low-dimensional sets of basis vectors according to the current pose of the character and the state of its clothing. Thanks to this adaptive basis selection scheme, our method is able to reproduce diverse and detailed folding patterns with only a few basis vectors. Our experiments demonstrate the feasibility of subspace clothing simulation and indicate its potential in terms of quality and computational efficiency. Fabian Hahn, Bernhard Thomaszewski, Stelian Coros, Robert W. Sumner, Forrester Cole, Mark Meyer, Tony DeRose, Markus Gross 0001 |
ACM Trans. Graph. | 8 |
| 2014 | VideoSnapping: interactive synchronization of multiple videosabstractAligning video is a fundamental task in computer graphics and vision, required for a wide range of applications. We present aninteractivemethod for computing optimal nonlinear temporal video alignments of an arbitrary number of videos. We first derive a robust approximation of alignment quality between pairs of clips, computed as a weighted histogram of feature matches. We then find optimal temporal mappings (constituting frame correspondences) using a graph-based approach that allows for very efficient evaluation with artist constraints. This enables an enhancement to the "snapping" interface in video editing tools, where videos in a time-line are now able snap to one another when dragged by an artist based on theircontent, rather than simply start-and-end times. The pairwise snapping is then generalized to multiple clips, achieving a globally optimal temporal synchronization that automatically arranges a series of clips filmed at different times into a single consistent time frame. When followed by a simple spatial registration, we achieve high quality spatiotemporal video alignments at a fraction of the computational complexity compared to previous methods. Assisted temporal alignment is a degree of freedom that has been largely unexplored, but is an important task in video editing. Our approach is simple to implement, highly efficient, and very robust to differences in video content, allowing forinteractiveexploration of the temporal alignment space for multiple real world HD videos. Oliver Wang, Christopher Schroers, Henning Zimmer, Markus Gross 0001, Alexander Sorkine-Hornung |
ACM Trans. Graph. | 4 |
| 2013 | Cluster-Based Prediction of Mathematical Learning Patterns
Tanja Käser, Alberto Giovanni Busetto, Barbara Solenthaler, Juliane Kohn, Michael von Aster, Markus Gross 0001 |
AIED | 6 |
| 2013 | Creating the magic with information technologyabstractAdvanced information technology has become a key enabler in modern media and entertainment. This comprises the production of animation or live action films, the design of next-generation toys and consumer products, or the creation of richer experiences in theme parks. At Disney Research Zurich, more than 200 researchers and scientists are working at the forefront of innovation in entertainment technology. Our research covers a wide spectrum of different fields, including graphics and animation, human computer interaction, wireless communication, computer vision, materials and design, robotics, and more. In this talk I will demonstrate how innovations in information technology and computational methods developed at Disney Research are serving as platforms for future content creation. I will emphasize the transformative power of 3D printing, digital fabrication, and our increasing ability to make the whole world responsive and interactive. Markus Gross 0001 |
UbiComp | 1 |
| 2013 | Computational sports broadcasting: Automated director assistance for live sportsabstractLive sports broadcast is seeing a large increase in the number of cameras used for filming. More cameras can provide better coverage of the field and a wider range of experiences for viewers. However, choosing optimal cameras for broadcast demands a high level of concentration, awareness and experience from sports broadcast directors. We present an automatic assistant to help select likely candidates from a large array of possible cameras. Sports directors can then choose the final broadcast camera from the reduced suggestion set. Our assistant uses both widely acknowledged cinematography guidelines for sports directing, as well as a data-driven approach that learns specific styles from directors. Christine Chen, Oliver Wang, Simon Heinzle, Peter Carr 0001, Aljoscha Smolic, Markus Gross 0001 |
ICME | 6 |
| 2013 | Finite Element Image WarpingabstractAbstract We introduce a single unifying framework for a wide range of content‐aware image warping tasks using a finite element method (FEM). Existing approaches commonly define error terms over vertex finite differences and can be expressed as a special case of our general FEM model. In this work, we exploit the full generality of FEMs, gaining important advantages over prior methods. These advantages include arbitrary mesh connectivity allowing for adaptive meshing and efficient large‐scale solutions, a well‐defined continuous problem formulation that enables clear analysis of existing warping error functions and allows us to propose improved ones, and higher order basis functions that allow for smoother warps with fewer degrees of freedom. To support per‐element basis functions of varying degree and complex mesh connectivity with hanging nodes, we also introduce a novel use of discontinuous Galerkin FEM. We demonstrate the utility of our method by showing examples in video retargeting and camera stabilization applications, and compare our results with previous state of the art methods. Peter Kaufmann 0001, Oliver Wang, Alexander Sorkine-Hornung, Olga Sorkine-Hornung, Aljoscha Smolic, Markus Gross 0001 |
Comput. Graph. Forum | 6 |
| 2013 | DuctTake: Spatiotemporal Video CompositingabstractAbstract DuctTake is a system designed to enable practical compositing of multiple takes of a scene into a single video. Current industry solutions are based around object segmentation, a hard problem that requires extensive manual input and cleanup, making compositing an expensive part of the film‐making process. Our method instead composites shots together by finding optimal spatiotemporal seams using motion‐compensated 3D graph cuts through the video volume. We describe in detail the required components, decisions, and new techniques that together make a usable, interactive tool for compositing HD video, paying special attention to running time and performance of each section. We validate our approach by presenting a wide variety of examples and by comparing result quality and creation time to composites made by professional artists using current state‐of‐the‐art tools. Jan Rüegg, Oliver Wang, Aljoscha Smolic, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2013 | Scalable Music: Automatic Music Retargeting and SynthesisabstractAbstract In this paper we propose a method for dynamic rescaling of music, inspired by recent works on image retargeting, video reshuffling and character animation in the computer graphics community. Given the desired target length of a piece of music and optional additional constraints such as position and importance of certain parts, we build on concepts from seam carving, video textures and motion graphs and extend them to allow for a global optimization of jumps in an audio signal. Based on an automatic feature extraction and spectral clustering for segmentation, we employ length‐constrained least‐costly path search via dynamic programming to synthesize a novel piece of music that best fulfills all desired constraints, with imperceptible transitions between reshuffled parts. We show various applications of music retargeting such as part removal, decreasing or increasing music duration, and in particular consistent joint video and audio editing. Simon Wenner, Jean-Charles Bazin, Alexander Sorkine-Hornung, Changil Kim 0001, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2013 | Evaluation and FPGA Implementation of Sparse Linear Solvers for Video Processing ApplicationsabstractSparse linear systems are commonly used in video processing applications, such as edge-aware filtering or video retargeting. Due to the 2-D nature of images, the involved problem sizes are large and thus solving such systems is computationally challenging. In this paper, we address sparse linear solvers for real-time video applications. We investigate several solver techniques, discuss hardware trade-offs, and provide field-programmable gate array (FPGA) architectures and implementation results of a Cholesky direct solver and of an iterative BiCGSTAB solver. The FPGA implementations solve 32 k × 32 k matrices at up to 50 f/s and outperform software implementations by at least one order of magnitude. Pierre Greisen, Marian Runo, Patrice Guillet, Simon Heinzle, Aljoscha Smolic, Hubert Kaeslin, Markus Gross 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 7 |
| 2013 | Distinguishing Texture Edges From Object Boundaries in VideoabstractOne of the most fundamental problems in image processing and computer vision is the inherent ambiguity that exists between texture edges and object boundaries in real-world images and video. Despite this ambiguity, many applications in computer vision and image processing often use image edge strength with the assumption that these edges approximate object depth boundaries. However, this assumption is often invalidated by real world data, and this discrepancy is a significant limitation in many of today's image processing methods. We address this issue by introducing a simple, low-level, and patch-consistency assumption that leverages the extra information present in video data to resolve this ambiguity. Through analyzing how well patches can be modeled by simple transformations over time, we can obtain an indication of which image edges correspond to texture edges versus object boundaries. Our approach is simple to implement and has the potential to improve a wide range of image and video-based applications by suppressing the detrimental effects of strong texture edges on regularization terms. We validate our approach by presenting results on a variety of scene types and directly incorporating our augmented edge map into existing image segmentation and optical flow applications, showing results that better correspond to object boundaries. Oliver Wang, Martina Dümcke, Aljoscha Smolic, Markus Gross 0001 |
IEEE Trans. Image Process. | 4 |
| 2013 | Authoring and animating painterly charactersabstractArtists explore the visual style of animated characters through 2D concept art, since it affords them a nearly unlimited degree of creative freedom. Realizing the desired visual style, however, within the 3D character animation pipeline is often impossible, since artists must work within the technical limitations of the pipeline toolset. In order to expand the range of possible visual styles for digital characters, our research aims to incorporate the expressiveness afforded by 2D concept painting into the computer animation pipeline as a core component of character authoring and animation. While prior 3D painting methods focus on static geometry or simple animations, we develop tools for the more difficult task of character animation. Our system shows how 3D stroke-based paintings can be deformed using standard rigging tools. We also propose a configuration-space keyframing algorithm for authoring stroke effects that depend on scene variables such as character pose or light position. During animation, our system supports stroke-based temporal keyframing for one-off effects. Our primary technical contribution is a novel interpolation scheme for configuration-space keyframing that ensures smooth, controllable results. We demonstrate several characters authored with our system that exhibit painted effects difficult to achieve with traditional animation tools. Katie Bassett, Ilya Baran, Johannes Schmid, Markus Gross 0001, Robert W. Sumner |
ACM Trans. Graph. | 4 |
| 2013 | Augmenting physical avatars using projector-based illuminationabstractAnimated animatronic figures are a unique way to give physical presence to a character. However, their movement and expressions are often limited due to mechanical constraints. In this paper, we propose a complete process for augmenting physical avatars using projector-based illumination, significantly increasing their expressiveness. Given an input animation, the system decomposes the motion into low-frequency motion that can be physically reproduced by the animatronic head and high-frequency details that are added using projected shading. At the core is a spatio-temporal optimization process that compresses the motion in gradient space, ensuring faithful motion replay while respecting the physical limitations of the system. We also propose a complete multi-camera and projection system, including a novel defocused projection and subsurface scattering compensation scheme. The result of our system is a highly expressive physical avatar that features facial details and motion otherwise unattainable due to physical constraints. Amit Bermano, Philipp Brüschweiler, Anselm Grundhöfer, Daisuke Iwai, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2013 | Scene reconstruction from high spatio-angular resolution light fieldsabstractThis paper describes a method for scene reconstruction of complex, detailed environments from 3D light fields. Densely sampled light fields in the order of 10 9 light rays allow us to capture the real world in unparalleled detail, but efficiently processing this amount of data to generate an equally detailed reconstruction represents a significant challenge to existing algorithms. We propose an algorithm that leverages coherence in massive light fields by breaking with a number of established practices in image-based reconstruction. Our algorithm first computes reliable depth estimates specifically around object boundaries instead of interior regions, by operating on individual light rays instead of image patches. More homogeneous interior regions are then processed in a fine-to-coarse procedure rather than the standard coarse-to-fine approaches. At no point in our method is any form of global optimization performed. This allows our algorithm to retain precise object contours while still ensuring smooth reconstructions in less detailed areas. While the core reconstruction method handles general unstructured input, we also introduce a sparse representation and a propagation scheme for reliable depth estimates which make our algorithm particularly effective for 3D input, enabling fast and memory efficient processing of "Gigaray light fields" on a standard GPU. We show dense 3D reconstructions of highly detailed scenes, enabling applications such as automatic segmentation and image-based rendering, and provide an extensive evaluation and comparison to existing image-based reconstruction techniques. Changil Kim 0001, Henning Zimmer, Yael Pritch, Alexander Sorkine-Hornung, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2013 | Topology-driven vectorization of clean line drawingsabstractVectorization provides a link between raster scans of pencil-and-paper drawings and modern digital processing algorithms that require accurate vector representations. Even when input drawings are comprised of clean, crisp lines, inherent ambiguities near junctions make vectorization deceptively difficult. As a consequence, current vectorization approaches often fail to faithfully capture the junctions of drawn strokes. We propose a vectorization algorithm specialized for clean line drawings that analyzes the drawing's topology in order to overcome junction ambiguities. A gradient-based pixel clustering technique facilitates topology computation. This topological information is exploited during centerline extraction by a new “reverse drawing” procedure that reconstructs all possible drawing states prior to the creation of a junction and then selects the most likely stroke configuration. For cases where the automatic result does not match the artist's interpretation, our drawing analysis enables an efficient user interface to easily adjust the junction location. We demonstrate results on professional examples and evaluate the vectorization quality with quantitative comparison to hand-traced centerlines as well as the results of leading commercial algorithms. Gioacchino Noris, Alexander Sorkine-Hornung, Robert W. Sumner, Maryann Simmons, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2013 | Fabricating translucent materials using continuous pigment mixturesabstractWe present a method for practical physical reproduction and design of homogeneous materials with desired subsurface scattering. Our process uses a collection of different pigments that can be suspended in a clear base material. Our goal is to determine pigment concentrations that best reproduce the appearance and subsurface scattering of a given target material. In order to achieve this task we first fabricate a collection of material samples composed of known mixtures of the available pigments with the base material. We then acquire their reflectance profiles using a custom-built measurement device. We use the same device to measure the reflectance profile of a target material. Based on the database of mappings from pigment concentrations to reflectance profiles, we use an optimization process to compute the concentration of pigments to best replicate the target material appearance. We demonstrate the practicality of our method by reproducing a variety of different translucent materials. We also present a tool that allows the user to explore the range of achievable appearances for a given set of pigments. Marios Papas, Christian Regg, Wojciech Jarosz, Bernd Bickel, Philip Jackson 0002, Wojciech Matusik, Steve Marschner, Markus Gross 0001 |
ACM Trans. Graph. | 8 |
| 2013 | Computational design of actuated deformable charactersabstractWe present a method for fabrication-oriented design of actuated deformable characters that allows a user to automatically create physical replicas of digitally designed characters using rapid manufacturing technologies. Given a deformable character and a set of target poses as input, our method computes a small set of actuators along with their locations on the surface and optimizes the internal material distribution such that the resulting character exhibits the desired deformation behavior. We approach this problem with a dedicated algorithm that combines finite-element analysis, sparse regularization, and constrained optimization. We validate our pipeline on a set of two- and three-dimensional example characters and present results in simulation and physically-fabricated prototypes. Mélina Skouras, Bernhard Thomaszewski, Stelian Coros, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2012 | Improved Reconstruction of Deforming Surfaces by Cancelling Ambient Occlusion
Thabo Beeler, Derek Bradley, Henning Zimmer, Markus Gross 0001 |
ECCV (1) | 4 |
| 2012 | Modelling and Optimizing the Process of Learning Mathematics
Tanja Käser, Alberto Giovanni Busetto, Gian-Marco Baschera, Juliane Kohn, Karin Kucian, Michael von Aster, Markus Gross 0001 |
ITS | 7 |
| 2012 | Manufacturing Layered Attenuators for Multiple Prescribed Shadow ImagesabstractAbstract We present a practical and inexpensive method for creating physical objects that cast different color shadow images when illuminated by prescribed lighting configurations. The input to our system is a number of lighting configurations and corresponding desired shadow images. Our approach computes attenuation masks, which are then printed on transparent materials and stacked to form a single multi‐layer attenuator. When illuminated with the input lighting configurations, this multi‐layer attenuator casts the prescribed color shadow images. Alternatively, our method can compute layers so that their permutations produce different prescribed shadow images under fixed lighting. Each multi‐layer attenuator is quick and inexpensive to produce, can generate multiple full‐color shadows, and can be designed to respond to different types of natural or synthetic lighting setups. We illustrate the effectiveness of our multi‐layer attenuators in simulation and in reality, with the sun as a light source. Ilya Baran, Philipp Keller, Derek Bradley, Stelian Coros, Wojciech Jarosz, Derek Nowrouzezahrai, Markus Gross 0001 |
Comput. Graph. Forum | 7 |
| 2012 | Iterative Image WarpingabstractAbstract Animated image sequences often exhibit a large amount of inter‐frame coherence which standard rendering algorithms and pipelines are ill‐equipped to exploit, limiting their efficiency. To address this inefficiency we transfer rendering results across frames using a novel image warping algorithm based on fixed point iteration. We analyze the behavior of the iteration and describe two alternative algorithms designed to suit different performance requirements. Further, to demonstrate the versatility of our approach we apply it to a number of spatio‐temporal rendering problems including 30‐to‐60Hz frame upsampling, stereoscopic 3D conversion, defocus and motion blur. Finally we compare our approach against existing image warping methods and demonstrate a significant performance improvement. Huw Bowles, Kenny Mitchell, Robert W. Sumner, Jeremy Moore, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2012 | Novel-View Synthesis of Outdoor Sport Events Using an Adaptive View-Dependent GeometryabstractAbstract We propose a novel fully automatic method for novel‐viewpoint synthesis. Our method robustly handles multi‐camera setups featuring wide‐baselines in an uncontrolled environment. In a first step, robust and sparse point correspondences are found based on an extension of the Daisy features [ TLF10 ]. These correspondences together with back‐projection errors are used to drive a novel adaptive coarse to fine reconstruction method, allowing to approximate detailed geometry while avoiding an extreme triangle count. To render the scene from arbitrary viewpoints we use a view‐dependent blending of color information in combination with a view‐dependent geometry morph. The view‐dependent geometry compensates for misalignments caused by calibration errors. We demonstrate that our method works well under arbitrary lighting conditions with as little as two cameras featuring wide‐baselines. The footage taken from real sports broadcast events contains fine geometric structures, which result in nice novel‐viewpoint renderings despite of the low resolution in the images. Marcel Germann, Tiberiu Popa, Richard Keiser, Remo Ziegler, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2012 | Smart Scribbles for Sketch SegmentationabstractAbstract We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines. Gioacchino Noris, Daniel Sýkora, Arik Shamir, Stelian Coros, Brian Whited, Maryann Simmons, Alexander Sorkine-Hornung, Markus Gross 0001, Robert W. Sumner |
Comput. Graph. Forum | 8 |
| 2012 | Multi-Layered Automultiscopic DisplaysabstractAbstract Our hybrid display model combines multiple automultiscopic elements volumetrically to support horizontal and vertical parallax at a larger depth of field and better accommodation cues compared to single layer elements. In this paper, we introduce a framework to analyze the bandwidth of such display devices. Based on this analysis, we show that multiple layers can achieve a wider depth of field using less bandwidth compared to single layer displays. We present a simple algorithm to distribute an input light field to multiple layers, and devise an efficient ray tracing algorithm for synthetic scenes. We demonstrate the effectiveness of our approach by both software simulation and two corresponding hardware prototypes. Nicola Ranieri, Simon Heinzle, Quinn Smithwick, Daniel Reetz, Lanny S. Smoot, Wojciech Matusik, Markus Gross 0001 |
Comput. Graph. Forum | 7 |
| 2012 | Computational Design of Rubber BalloonsabstractAbstract This paper presents an automatic process for fabrication‐oriented design of custom‐shaped rubber balloons. We cast computational balloon design as an inverse problem: given a target shape, we compute an optimal balloon that, when inflated, approximates the target as closely as possible. To solve this problem numerically, we propose a novel physics‐driven shape optimization method, which combines physical simulation of inflatable elastic membranes with a dedicated constrained optimization algorithm. We validate our approach by fabricating balloons designed with our method and comparing their inflated shapes to the results predicted by simulation. An extensive set of manufactured sample balloons demonstrates the shape diversity that can be achieved by our method. Mélina Skouras, Bernhard Thomaszewski, Bernd Bickel, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2012 | Adaptive surface splatting for facial renderingabstractABSTRACT Recent advances in facial scanning technology provide highly detailed faces, including fine wrinkles. However, because of the increasing complexity of the resulting models, it is necessary to reduce the amount of data while preserving small‐scale facial features. In this paper, we propose a new adaptive surface splatting method to reduce the number of splats by optimizing the size and shape of splats using geometric and color information. Using the optimized splats, we can improve the rendering quality, especially in the visually sensitive feature areas. Our adaptive surface splatting is very effective to render massive facial data on tablet PCs or smartphones. Copyright © 2012 John Wiley & Sons, Ltd. Hyeon-Joong Kim, A. Cengiz Öztireli, Markus Gross 0001, Soo-Mi Choi |
Comput. Animat. Virtual Worlds | 3 |
| 2012 | Analysis and VLSI Implementation of EWA Rendering for Real-Time HD Video ApplicationsabstractNonlinear image warping or image resampling is a necessary step in many current and upcoming video applications, such as video retargeting, stereoscopic 3-D mapping, and multiview synthesis. The challenges for real-time resampling include not only image quality but also available energy and computational power of the employed device. In this paper, we employ an elliptical-weighted average (EWA) rendering approach to 2-D image resampling. We extend the classical EWA framework for increased visual quality and provide a very large scale integration architecture for efficient view rendering. The resulting architecture is able to render high-quality video sequences in real time targeted for low-power applications in end-user display devices. Pierre Greisen, Michael Schaffner, Simon Heinzle, Marian Runo, Aljoscha Smolic, Andreas Peter Burg, Hubert Kaeslin, Markus Gross 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 8 |
| 2012 | Coupled 3D reconstruction of sparse facial hair and skinabstractAlthough facial hair plays an important role in individual expression, facial-hair reconstruction is not addressed by current face-capture systems. Our research addresses this limitation with an algorithm that treats hair and skin surface capture together in a coupled fashion so that a high-quality representation of hair fibers as well as the underlying skin surface can be reconstructed. We propose a passive, camera-based system that is robust against arbitrary motion since all data is acquired within the time period of a single exposure. Our reconstruction algorithm detects and traces hairs in the captured images and reconstructs them in 3D using a multiview stereo approach. Our coupled skin-reconstruction algorithm uses information about the detected hairs to deliver a skin surface that lies underneath all hairs irrespective of occlusions. In dense regions like eyebrows, we employ a hair-synthesis method to create hair fibers that plausibly match the image data. We demonstrate our scanning system on a number of individuals and show that it can successfully reconstruct a variety of facial-hair styles together with the underlying skin surface. Thabo Beeler, Bernd Bickel, Gioacchino Noris, Paul A. Beardsley, Steve Marschner, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 7 |
| 2012 | Physical face cloningabstractWe propose a complete process for designing, simulating, and fabricating synthetic skin for an animatronics character that mimics the face of a given subject and its expressions. The process starts with measuring the elastic properties of a material used to manufacture synthetic soft tissue. Given these measurements we use physics-based simulation to predict the behavior of a face when it is driven by the underlying robotic actuation. Next, we capture 3D facial expressions for a given target subject. As the key component of our process, we present a novel optimization scheme that determines the shape of the synthetic skin as well as the actuation parameters that provide the best match to the target expressions. We demonstrate this computational skin design by physically cloning a real human face onto an animatronics figure. Bernd Bickel, Peter Kaufmann 0001, Mélina Skouras, Bernhard Thomaszewski, Derek Bradley, Thabo Beeler, Philip Jackson 0002, Steve Marschner, Wojciech Matusik, Markus Gross 0001 |
ACM Trans. Graph. | 10 |
| 2012 | Deformable objects alive!abstractWe present a method for controlling the motions of active deformable characters. As an underlying principle, we require that all motions be driven by internal deformations. We achieve this by dynamically adapting rest shapes in order to induce deformations that, together with environment interactions, result in purposeful and physically-plausible motions. Rest shape adaptation is a powerful concept and we show that by restricting shapes to suitable subspaces, it is possible to explicitly control the motion styles of deformable characters. Our formulation is general and can be combined with arbitrary elastic models and locomotion controllers. We demonstrate the efficiency of our method by animating curve, shell, and solid-based characters whose motion repertoires range from simple hopping to complex walking behaviors. Stelian Coros, Sebastian Martin, Bernhard Thomaszewski, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2012 | Rig-space physicsabstractWe present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist's control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space. Fabian Hahn, Sebastian Martin, Bernhard Thomaszewski, Robert W. Sumner, Stelian Coros, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2012 | Gaze correction for home video conferencingabstractEffective communication using current video conferencing systems is severely hindered by the lack of eye contact caused by the disparity between the locations of the subject and the camera. While this problem has been partially solved for high-end expensive video conferencing systems, it has not been convincingly solved for consumer-level setups. We present a gaze correction approach based on a single Kinect sensor that preserves both the integrity and expressiveness of the face as well as the fidelity of the scene as a whole, producing nearly artifact-free imagery. Our method is suitable for mainstream home video conferencing: it uses inexpensive consumer hardware, achieves real-time performance and requires just a simple and short setup. Our approach is based on the observation that for our application it is sufficient to synthesize only the corrected face. Thus we render a gaze-corrected 3D model of the scene and, with the aid of a face tracker, transfer the gaze-corrected facial portion in a seamless manner onto the original image. Claudia Plüss, Tiberiu Popa, Jean-Charles Bazin, Craig Gotsman, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2012 | Practical temporal consistency for image-based graphics applicationsabstractWe present an efficient and simple method for introducing temporal consistency to a large class of optimization driven image-based computer graphics problems. Our method extends recent work in edge-aware filtering, approximating costly global regularization with a fast iterative joint filtering operation. Using this representation, we can achieve tremendous efficiency gains both in terms of memory requirements and running time. This enables us to process entire shots at once, taking advantage of supporting information that exists across far away frames, something that is difficult with existing approaches due to the computational burden of video data. Our method is able to filter along motion paths using an iterative approach that simultaneously uses and estimates per-pixel optical flow vectors. We demonstrate its utility by creating temporally consistent results for a number of applications including optical flow, disparity estimation, colorization, scribble propagation, sparse data up-sampling, and visual saliency computation. Manuel Lang, Oliver Wang, Tunç Ozan Aydin, Aljoscha Smolic, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2012 | Analysis and synthesis of point distributions based on pair correlationabstractAnalyzing and synthesizing point distributions are of central importance for a wide range of problems in computer graphics. Existing synthesis algorithms can only generate white or blue-noise distributions with characteristics dictated by the underlying processes used, and analysis tools have not been focused on exploring relations among distributions. We propose a unified analysis and general synthesis algorithms for point distributions. We employ the pair correlation function as the basis of our methods and design synthesis algorithms that can generate distributions with given target characteristics, possibly extracted from an example point set, and introduce a unified characterization of distributions by mapping them to a space implied by pair correlations. The algorithms accept example and output point sets of different sizes and dimensions, are applicable to multi-class distributions and non-Euclidean domains, simple to implement and run in O ( n ) time. We illustrate applications of our method to real world distributions. A. Cengiz Öztireli, Markus Gross 0001 |
ACM Trans. Graph. | 2 |
| 2012 | The magic lens: refractive steganographyabstractWe present an automatic approach to design and manufacture passive display devices based on optical hidden image decoding. Motivated by classical steganography techniques we construct Magic Lenses , composed of refractive lenslet arrays, to reveal hidden images when placed over potentially unstructured printed or displayed source images. We determine the refractive geometry of these surfaces by formulating and efficiently solving an inverse light transport problem, taking into account additional constraints imposed by the physical manufacturing processes. We fabricate several variants on the basic magic lens idea including using a single source image to encode several hidden images which are only revealed when the lens is placed at prescribed orientations on the source image or viewed from different angles. We also present an important special case, the universal lens , that forms an injection mapping from the lens surface to the source image grid, allowing it to be used with arbitrary source images. We use this type of lens to generate hidden animation sequences. We validate our simulation results with many real-world manufactured magic lenses, and experiment with two separate manufacturing processes. Marios Papas, Thomas Houit, Derek Nowrouzezahrai, Markus Gross 0001, Wojciech Jarosz |
ACM Trans. Graph. | 4 |
| 2012 | Lagrangian vortex sheets for animating fluidsabstractBuoyant turbulent smoke plumes with a sharp smoke-air interface, such as volcanic plumes, are notoriously hard to simulate. The surface clearly shows small-scale turbulent structures which are costly to resolve. In addition, the turbulence onset is directly visible at the interface, and is not captured by commonly used turbulence models. We present a novel approach that employs a triangle mesh as a high-resolution surface representation combined with a coarse Eulerian solver. On the mesh, we solve the interfacial vortex sheet equations, which allows us to accurately simulate buoyancy induced turbulence. For complex boundary conditions we propose an orthogonal turbulence model that handles vortices caused by obstacle interaction. In addition, we demonstrate a re-sampling scheme to remove surfaces that are hidden inside the bulk volume. In this way we are able to achieve highly detailed simulations of turbulent plumes efficiently. Tobias Pfaff, Nils Thürey, Markus Gross 0001 |
ACM Trans. Graph. | 3 |
| 2012 | Time-of-flight sensor and color camera calibration for multi-view acquisition
Hyunjung Shim, Rolf Adelsberger, James Dokyoon Kim, Seon-Min Rhee, Taehyun Rhee, Jae-Young Sim, Markus Gross 0001, Chang-Yeong Kim |
Vis. Comput. | 7 |
| 2011 | Modeling Engagement Dynamics in Spelling Learning
Gian-Marco Baschera, Alberto Giovanni Busetto, Severin Klingler, Joachim M. Buhmann, Markus Gross 0001 |
AIED | 5 |
| 2011 | Extending SVC by Content-adaptive Spatial ScalabilityabstractThis paper provides details on a complete integration of Content- adaptive Spatial Scalability (CASS) into the scalable video coding extension of H.264/AVC (SVC). CASS enables the efficient encoding of a high-quality bit stream that contains several versions of an original image sequence. Thereby, each such image sequence has been created by content-adaptive and art directed retargeting to different display aspect-ratios and/or resolutions. Non-linear dependencies between spatial layers, which have been introduced through content-adaptive retargeting, are exploited by a generalization of the three inter-layer prediction tools of SVC, i.e. by content-adaptive inter-layer texture, motion and residual prediction. The CASS extended SVC enables the transmission of video content which has been specifically adapted in an art- directed way to multiple display configurations (e.g. to SD and HD displays with 4:3 and 16:9 aspect-ratios, respectively) using a single compressed bit stream. With our extension, video content of higher semantic quality can be transmitted in a scalable way by introducing an average overhead in bit rate of 9.3%. Yongzhe Wang, Nikolce Stefanoski, Manuel Lang, Alexander Sorkine-Hornung, Aljoscha Smolic, Markus Gross 0001 |
ICIP | 6 |
| 2011 | Light factorization for mixed-frequency shadows in augmented realityabstractIntegrating animated virtual objects with their surroundings for high-quality augmented reality requires both geometric and radio-metric consistency. We focus on the latter of these problems and present an approach that captures and factorizes external lighting in a manner that allows for realistic relighting of both animated and static virtual objects. Our factorization facilitates a combination of hard and soft shadows, with high-performance, in a manner that is consistent with the surrounding scene lighting. Derek Nowrouzezahrai, Stefan Geiger, Kenny Mitchell, Robert W. Sumner, Wojciech Jarosz, Markus Gross 0001 |
ISMAR | 6 |
| 2011 | Mixed-order compositing for 3D paintingsabstractWe present a method for rendering 3D paintings by compositing brush strokes embedded in space. The challenge in compositing 3D brush strokes is reconciling conflicts between their z -order in 3D and the order in which the strokes were painted, while maintaining temporal and spatial coherence. Our algorithm smoothly transitions between compositing closer strokes over those farther away and compositing strokes painted later over those painted earlier. It is efficient, running in O ( n log n ) time, and simple to implement. We demonstrate its effectiveness on a variety of 3D paintings. Ilya Baran, Johannes Schmid, Thomas Siegrist, Markus Gross 0001, Robert W. Sumner |
ACM Trans. Graph. | 4 |
| 2011 | High-quality passive facial performance capture using anchor framesabstractWe present a new technique for passive and markerless facial performance capture based on anchor frames . Our method starts with high resolution per-frame geometry acquisition using state-of-the-art stereo reconstruction, and proceeds to establish a single triangle mesh that is propagated through the entire performance. Leveraging the fact that facial performances often contain repetitive subsequences, we identify anchor frames as those which contain similar facial expressions to a manually chosen reference expression. Anchor frames are automatically computed over one or even multiple performances. We introduce a robust image-space tracking method that computes pixel matches directly from the reference frame to all anchor frames, and thereby to the remaining frames in the sequence via sequential matching. This allows us to propagate one reconstructed frame to an entire sequence in parallel, in contrast to previous sequential methods. Our anchored reconstruction approach also limits tracker drift and robustly handles occlusions and motion blur. The parallel tracking and mesh propagation offer low computation times. Our technique will even automatically match anchor frames across different sequences captured on different occasions, propagating a single mesh to all performances. Thabo Beeler, Fabian Hahn, Derek Bradley, Bernd Bickel, Paul A. Beardsley, Craig Gotsman, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 8 |
| 2011 | Computational stereo camera system with programmable control loopabstractStereoscopic 3D has gained significant importance in the entertainment industry. However, production of high quality stereoscopic content is still a challenging art that requires mastering the complex interplay of human perception, 3D display properties, and artistic intent. In this paper, we present a computational stereo camera system that closes the control loop from capture and analysis to automatic adjustment of physical parameters. Intuitive interaction metaphors are developed that replace cumbersome handling of rig parameters using a touch screen interface with 3D visualization. Our system is designed to make stereoscopic 3D production as easy, intuitive, flexible, and reliable as possible. Captured signals are processed and analyzed in real-time on a stream processor. Stereoscopy and user settings define programmable control functionalities, which are executed in real-time on a control processor. Computational power and flexibility is enabled by a dedicated software and hardware architecture. We show that even traditionally difficult shots can be easily captured using our system. Simon Heinzle, Pierre Greisen, David Gallup, Christine Chen, Daniel Saner, Aljoscha Smolic, Andreas Peter Burg, Wojciech Matusik, Markus Gross 0001 |
ACM Trans. Graph. | 9 |
| 2011 | Multi-perspective stereoscopy from light fieldsabstractThis paper addresses stereoscopic view generation from a light field. We present a framework that allows for the generation of stereoscopic image pairs with per-pixel control over disparity, based on multi-perspective imaging from light fields. The proposed framework is novel and useful for stereoscopic image processing and post-production. The stereoscopic images are computed as piecewise continuous cuts through a light field, minimizing an energy reflecting prescribed parameters such as depth budget, maximum disparity gradient, desired stereoscopic baseline, and so on. As demonstrated in our results, this technique can be used for efficient and flexible stereoscopic post-processing, such as reducing excessive disparity while preserving perceived depth, or retargeting of already captured scenes to various view settings. Moreover, we generalize our method to multiple cuts, which is highly useful for content creation in the context of multi-view autostereoscopic displays. We present several results on computer-generated content as well as live-action content. Changil Kim 0001, Alexander Sorkine-Hornung, Simon Heinzle, Wojciech Matusik, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2011 | Example-based elastic materialsabstractWe propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During simulation, this example manifold then acts as an additional elastic attractor that guides the object towards its space of prefered shapes. Added on top of existing solid simulation codes, this example potential effectively allows us to implement inhomogeneous and anisotropic materials in a direct and intuitive way. Due to its example-based interface, our method promotes an art-directed approach to solid simulation, which we exemplify on a set of practical examples. Sebastian Martin, Bernhard Thomaszewski, Eitan Grinspun, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2011 | OSCAM - optimized stereoscopic camera control for interactive 3DabstractThis paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges ininteractivestereoscopic applications like games. In such applications, unpredictable viewer- or object-motion often compromises stereopsis due to excessive binocular disparities. We derive constraints on the camera separation and convergence that enable our controller to automatically adapt to any given viewing situation and 3D scene, providing an exact mapping of the virtual content into a comfortable depth range around the display. Moreover, we introduce an interpolation function that linearizes the transformation of stereoscopic depth over time, minimizing nonlinear visual distortions. We describe how to implement the complete control mechanism on the GPU to achieve running times below 0.2ms for full HD. This provides a practical solution even for demanding real-time applications. Results of a user study show a significant increase of stereoscopic comfort, without compromising perceived realism. Our controller enables 'fail-safe' stereopsis, provides intuitive control to accommodate to personal preferences, and allows to properly display stereoscopic content on differently sized output devices. Thomas Oskam, Alexander Sorkine-Hornung, Huw Bowles, Kenny Mitchell, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2011 | OverCoat: an implicit canvas for 3D paintingabstractWe present a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas. Strokes painted in the 2D viewport window must be embedded in 3D space in a way that gives creative freedom to the artist while maintaining an acceptable level of controllability. We address this challenge by proposing a canvas concept defined implicitly by a 3D scalar field. The artist shapes the implicit canvas by creating approximate 3D proxy geometry. An optimization procedure is then used to embed painted strokes in space by satisfying different objective criteria defined on the scalar field. This functionality allows us to implement tools for painting along level set surfaces or across different level sets. Our method gives the power of fine-tuning the implicit canvas to the artist using a unified painting/sculpting metaphor. A sculpting tool can be used to paint into the implicit canvas. Rather than adding color, this tool creates a local change in the scalar field that results in outward or inward protrusions along the field's gradient direction. We address a visibility ambiguity inherent in 3D stroke rendering with a depth offsetting method that is well suited for hardware acceleration. We demonstrate results with a number of 3D paintings that exhibit effects difficult to realize with existing systems. Johannes Schmid, Martin Sebastian Senn, Markus Gross 0001, Robert W. Sumner |
ACM Trans. Graph. | 3 |
| 2011 | Two-scale particle simulationabstractWe propose a two-scale method for particle-based fluids that allocates computing resources to regions of the fluid where complex flow behavior emerges. Our method uses a low- and a high-resolution simulation that run at the same time. While in the coarse simulation the whole fluid is represented by large particles, the fine level simulates only a subset of the fluid with small particles. The subset can be arbitrarily defined and also dynamically change over time to capture complex flows and small-scale surface details. The low- and high-resolution simulations are coupled by including feedback forces and defining appropriate boundary conditions. Our method offers the benefit that particles are of the same size within each simulation level. This avoids particle splitting and merging processes, and allows the simulation of very large resolution differences without any stability problems. The model is easy to implement, and we show how it can be integrated into a standard SPH simulation as well as into the incompressible PCISPH solver. Compared to the single-resolution simulation, our method produces similar surface details while improving the efficiency linearly to the achieved reduction rate of the particle number. Barbara Solenthaler, Markus Gross 0001 |
ACM Trans. Graph. | 2 |
| 2010 | Non-linear warping and warp coding for content-adaptive prediction in advanced video coding applicationsabstractThis paper presents a new concept for scalable video coding, which is content adaptive and art-directable. Video retargeting is applied to scale video between different resolutions and aspect ratios without introducing inacceptable distortions or cutting off content. The non-linear warping operations are integrated into a spatial scalability framework, which includes two new building blocks, i.e. non-linear warping prediction and warp coding. Efficient algorithms for both processes are presented, tested and optimized. The presented results indicate that our non-linear scaling and warp coding algorithms provide efficient performance compared to standard linear scaling methods. Further, our advanced scaling algorithms, i.e. EWA splatting in combination with backward mapping, may be very useful for linear scaling as well. Aljoscha Smolic, Yongzhe Wang, Nikolce Stefanoski, Manuel Lang, Alexander Sorkine-Hornung, Markus Gross 0001 |
ICIP | 6 |
| 2010 | Visibility Transition Planning for Dynamic Camera Control
Thomas Oskam, Robert W. Sumner, Nils Thürey, Markus Gross 0001 |
MIG | 4 |
| 2010 | Articulated Billboards for Video-based RenderingabstractAbstract We present a novel representation and rendering method for free‐viewpoint video of human characters based on multiple input video streams. The basic idea is to approximate the articulated 3D shape of the human body using a subdivision into textured billboards along the skeleton structure. Billboards are clustered to fans such that each skeleton bone contains one billboard per source camera. We call this representationarticulated billboards. In the paper we describe a semi‐automatic, data‐driven algorithm to construct and render this representation, which robustly handles even challenging acquisition scenarios characterized by sparse camera positioning, inaccurate camera calibration, low video resolution, or occlusions in the scene. First, for each input view, a 2D pose estimation based on image silhouettes, motion capture data, and temporal video coherence is used to create a segmentation mask for each body part. Then, from the 2D poses and the segmentation, the actual articulated billboard model is constructed by a 3D joint optimization and compensation for camera calibration errors. The rendering method includes a novel way of blending the textural contributions of each billboard and features an adaptive seam correction to eliminate visible discontinuities between adjacent billboards textures. Our articulated billboards do not only minimize ghosting artifacts known from conventional billboard rendering, but also alleviate restrictions to the setup and sensitivities to errors of more complex 3D representations and multiview reconstruction techniques. Our results demonstrate the flexibility and the robustness of our approach with high quality free‐viewpoint video generated from broadcast footage of challenging, uncontrolled environments. Marcel Germann, Alexander Sorkine-Hornung, Richard Keiser, Remo Ziegler, Stephan Würmlin, Markus Gross 0001 |
Comput. Graph. Forum | 6 |
| 2010 | Motion Blur for EWA Surface SplattingabstractAbstract This paper presents a novel framework for elliptical weighted average (EWA) surface splatting with time‐varying scenes. We extend the theoretical basis of the original framework by replacing the 2D surface reconstruction filters by 3D kernels which unify the spatial and temporal component of moving objects. Based on the newly derived mathematical framework we introduce a rendering algorithm that supports the generation of high‐quality motion blur for point‐based objects using a piecewise linear approximation of the motion. The rendering algorithm applies ellipsoids as rendering primitives which are constructed by extending planar EWA surface splats into the temporal dimension along the instantaneous motion vector. Finally, we present an implementation of the proposed rendering algorithm with approximated occlusion handling using advanced features of modern GPUs and show its capability of producing motion‐blurred result images at interactive frame rates. Simon Heinzle, Johanna Wolf, Yoshihiro Kanamori, Tim Weyrich, Tomoyuki Nishita, Markus Gross 0001 |
Comput. Graph. Forum | 6 |
| 2010 | BetweenIT: An Interactive Tool for Tight InbetweeningabstractAbstract The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results.Tightinbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data. Brian Whited, Gioacchino Noris, Maryann Simmons, Robert W. Sumner, Markus Gross 0001, Jarek Rossignac |
Comput. Graph. Forum | 5 |
| 2010 | Subsurface scattering using splat-based diffusion in point-based rendering
Hyeon-Joong Kim, Bernd Bickel, Markus Gross 0001, Soo-Mi Choi |
Sci. China Inf. Sci. | 3 |
| 2010 | High-quality single-shot capture of facial geometryabstractThis paper describes a passive stereo system for capturing the 3D geometry of a face in a single-shot under standard light sources. The system is low-cost and easy to deploy. Results are submillimeter accurate and commensurate with those from state-of-the-art systems based on active lighting, and the models meet the quality requirements of a demanding domain like the movie industry. Recovered models are shown for captures from both high-end cameras in a studio setting and from a consumer binocular-stereo camera, demonstrating scalability across a spectrum of camera deployments, and showing the potential for 3D face modeling to move beyond the professional arena and into the emerging consumer market in stereoscopic photography. Our primary technical contribution is a modification of standard stereo refinement methods to capture pore-scale geometry, using a qualitative approach that produces visually realistic results. The second technical contribution is a calibration method suited to face capture systems. The systemic contribution includes multiple demonstrations of system robustness and quality. These include capture in a studio setup, capture off a consumer binocular-stereo camera, scanning of faces of varying gender and ethnicity and age, capture of highly-transient facial expression, and scanning a physical mask to provide ground-truth validation. Thabo Beeler, Bernd Bickel, Paul A. Beardsley, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2010 | Design and fabrication of materials with desired deformation behaviorabstractThis paper introduces a data-driven process for designing and fabricating materials with desired deformation behavior. Our process starts with measuring deformation properties of base materials. For each base material we acquire a set of example deformations, and we represent the material as a non-linear stress-strain relationship in a finite-element model. We have validated our material measurement process by comparing simulations of arbitrary stacks of base materials with measured deformations of fabricated material stacks. After material measurement, our process continues with designing stacked layers of base materials. We introduce an optimization process that finds the best combination of stacked layers that meets a user's criteria specified by example deformations. Our algorithm employs a number of strategies to prune poor solutions from the combinatorial search space. We demonstrate the complete process by designing and fabricating objects with complex heterogeneous materials using modern multi-material 3D printers. Bernd Bickel, Moritz Bächer, Miguel A. Otaduy, Hyunho Richard Lee, Hanspeter Pfister, Markus Gross 0001, Wojciech Matusik |
ACM Trans. Graph. | 6 |
| 2010 | Nonlinear disparity mapping for stereoscopic 3DabstractThis paper addresses the problem of remapping the disparity range of stereoscopic images and video. Such operations are highly important for a variety of issues arising from the production, live broadcast, and consumption of 3D content. Our work is motivated by the observation that the displayed depth and the resulting 3D viewing experience are dictated by a complex combination of perceptual, technological, and artistic constraints. We first discuss the most important perceptual aspects of stereo vision and their implications for stereoscopic content creation. We then formalize these insights into a set of basic disparity mapping operators. These operators enable us to control and retarget the depth of a stereoscopic scene in a nonlinear and locally adaptive fashion. To implement our operators, we propose a new strategy based on stereoscopic warping of the input video streams. From a sparse set of stereo correspondences, our algorithm computes disparity and image-based saliency estimates, and uses them to compute a deformation of the input views so as to meet the target disparities. Our approach represents a practical solution for actual stereo production and display that does not require camera calibration, accurate dense depth maps, occlusion handling, or inpainting. We demonstrate the performance and versatility of our method using examples from live action post-production, 3D display size adaptation, and live broadcast. An additional user study and ground truth comparison further provide evidence for the quality and practical relevance of the presented work. Manuel Lang, Alexander Sorkine-Hornung, Oliver Wang, Steven Poulakos, Aljoscha Smolic, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2010 | Stereoscopic 3D copy & pasteabstractWith the increase in popularity of stereoscopic 3D imagery for film, TV, and interactive entertainment, an urgent need for editing tools to support stereo content creation has become apparent. In this paper we present an end-to-end system for object copy & paste in a stereoscopic setting to address this need. There is no straightforward extension of 2D copy & paste to support the addition of the third dimension as we show in this paper. For stereoscopic copy & paste we need to handle depth, and our core objective is to obtain a convincing 3D viewing experience. As one of the main contributions of our system, we introduce a stereo billboard method for stereoscopic rendering of the copied selection. Our approach preserves the stereo volume and is robust to the inevitable inaccuracies of the depth maps computed from a stereo pair of images. Our system also includes an interactive stereoscopic segmentation tool to achieve high quality object selection. Hence, we focus on intuitive and minimal user interaction, and our editing operations perform within interactive rates to provide immediate feedback. Wan-Yen Lo, Jeroen van Baar, Claude Knaus, Matthias Zwicker, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2010 | Unified simulation of elastic rods, shells, and solidsabstractWe develop an accurate, unified treatment of elastica. Following the method of resultant-based formulation to its logical extreme, we derive a higher-order integration rule, or elaston , measuring stretching, shearing, bending, and twisting along any axis. The theory and accompanying implementation do not distinguish between forms of different dimension (solids, shells, rods), nor between manifold regions and non-manifold junctions. Consequently, a single code accurately models a diverse range of elastoplastic behaviors, including buckling, writhing, cutting and merging. Emphasis on convergence to the continuum sets us apart from early unification efforts. Sebastian Martin, Peter Kaufmann 0001, Mario Botsch, Eitan Grinspun, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2010 | Spectral sampling of manifoldsabstractA central problem in computer graphics is finding optimal sampling conditions for a given surface representation. We propose a new method to solve this problem based on spectral analysis of manifolds which results in faithful reconstructions and high quality isotropic samplings, is efficient, out-of-core, feature sensitive, intuitive to control and simple to implement. We approach the problem in a novel way by utilizing results from spectral analysis, kernel methods, and matrix perturbation theory. Change in a manifold due to a single point is quantified by a local measure that limits the change in the Laplace-Beltrami spectrum of the manifold. Hence, we do not need to explicitly compute the spectrum or any global quantity, which makes our algorithms very efficient. Although our main focus is on sampling surfaces, the analysis and algorithms are general and can be applied for simplifying and resampling point clouds lying near a manifold of arbitrary dimension. A. Cengiz Öztireli, Marc Alexa, Markus Gross 0001 |
ACM Trans. Graph. | 3 |
| 2010 | Scalable fluid simulation using anisotropic turbulence particlesabstractIt is usually difficult to resolve the fine details of turbulent flows, especially when targeting real-time applications. We present a novel, scalable turbulence method that uses a realistic energy model and an efficient particle representation that allows for the accurate and robust simulation of small-scale detail. We compute transport of turbulent energy using a complete two-equation k -ε model with accurate production terms that allows us to capture anisotropic turbulence effects, which integrate smoothly into the base flow. We only require a very low grid resolution to resolve the underlying base flow. As we offload complexity from the fluid solver to the particle system, we can control the detail of the simulation easily by adjusting the number of particles, without changing the large scale behavior. In addition, no computations are wasted on areas that are not visible. We demonstrate that due to the design of our algorithm it is highly suitable for massively parallel architectures, and is able to generate detailed turbulent simulations with millions of particles at high framerates. Tobias Pfaff, Nils Thürey, Jonathan M. Cohen, Sarah Tariq, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2010 | Computational highlight holographyabstractComputational highlight holography converts three-dimensional computer models into mechanical "holograms" fabricated on (specular) reflective or refractive materials. The surface consists of small grooves with patches of paraboloids or hyperboloids, each of which produces a highlight when illuminated by a directional light. Each highlight appears in different places for different view directions, with the correct binocular and motion parallax corresponding to a virtual 3D point position. Our computational pipeline begins with a 3D model and desired view position, samples the model to generate points that depict its features accurately, and computes a maximal set of non-overlapping patches to be embedded in the surface. We provide a preview of the hologram for the user, then fabricate the surface using a computer-controlled engraving machine. We show a variety of different fabricated holograms: reflective, transmissive, and holograms with color and proper shading. We also present extensions to stationary and animated 2D stippled images. Christian Regg, Szymon Rusinkiewicz, Wojciech Matusik, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2010 | Programmable motion effectsabstractAlthough animation is one of the most compelling aspects of computer graphics, the possibilities for depicting the movement that make dynamic scenes so exciting remain limited for both still images and animations. In our work, we experiment with motion depiction as a first-class entity within the rendering process. We extend the concept of a surface shader, which is evaluated on an infinitesimal portion of an object's surface at one instant in time, to that of a programmable motion effect, which is evaluated with global knowledge about all portions of an object's surface that pass in front of a pixel during an arbitrary long sequence of time. With this added information, our programmable motion effects can decide to color pixels long after (or long before) an object has passed in front of them. In order to compute the input required by the motion effects, we propose a 4D data structure that aggregates an object's movement into a single geometric representation by sampling an object's position at different time instances and connecting corresponding edges in two adjacent samples with a bilinear patch. We present example motion effects for various styles of speed lines, multiple stroboscopic images, temporal offsetting, and photorealistic and stylized blurring on both simple and production examples. Johannes Schmid, Robert W. Sumner, Huw Bowles, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2010 | A multiscale approach to mesh-based surface tension flowsabstractWe present an approach to simulate flows driven by surface tension based on triangle meshes. Our method consists of two simulation layers: the first layer is an Eulerian method for simulating surface tension forces that is free from typical strict time step constraints. The second simulation layer is a Lagrangian finite element method that simulates sub-grid scale wave details on the fluid surface. The surface wave simulation employs an unconditionally stable, symplectic time integration method that allows for a high propagation speed due to strong surface tension. Our approach can naturally separate the grid- and sub-grid scales based on a volume-preserving mean curvature flow. As our model for the sub-grid dynamics enforces a local conservation of mass, it leads to realistic pinch off and merging effects. In addition to this method for simulating dynamic surface tension effects, we also present an efficient non-oscillatory approximation for capturing damped surface tension behavior. These approaches allow us to efficiently simulate complex phenomena associated with strong surface tension, such as Rayleigh-Plateau instabilities and crown splashes, in a short amount of time. Nils Thürey, Christopher Wojtan, Markus Gross 0001, Greg Turk |
ACM Trans. Graph. | 3 |
| 2010 | Physics-inspired topology changes for thin fluid featuresabstractWe propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace traditional re-sampling methods with a convex hull method for connecting surface features during topological changes. This technique permits arbitrarily thin fluid features with minimal re-sampling errors by reusing points from the original surface. We further reduce re-sampling artifacts with a subdivision-based mesh-stitching algorithm, and we use a higher order interpolating subdivision scheme to determine the location of any newly-created vertices. The resulting algorithm efficiently produces detailed fluid surfaces with arbitrarily thin features while maintaining a consistent topology with the underlying fluid simulation. Christopher Wojtan, Nils Thürey, Markus Gross 0001, Greg Turk |
ACM Trans. Graph. | 3 |
| 2009 | A Phoneme-Based Student Model for Adaptive Spelling TrainingabstractWe present a novel phoneme-based student model for spelling training. Our model is data driven, adapts to the user and provides information for, e.g., optimal word selection. We describe spelling errors using a set of features accounting for phonemic, capitalization, typo, and other error categories. We compute the influence of individual features on the error expectation values based on previous input data using Poisson regression. This enables us to predict error expectation values and to classify errors probabilistically. Our model is generic and can be utilized within any intelligent language learning environment. Gian-Marco Baschera, Markus Gross 0001 |
AIED | 2 |
| 2009 | Light control and 3D video: building blocks for telepresence of the futureabstractThe understanding and the conception of systems for telepresence has been a long-standing problem in research and development. In order to convey a true sense of presence, a variety of technical and perceptual factors have to be considered including visual, auditory, and tactile cues. While there has been significant progress in the design of telepresence systems in recent years, we are still far from our ultimate goal of the "holodeck experience." Yet, there are two distinct technological building blocks for enabling telepresence in a controlled environment: The first one relates to the ability to control light on surfaces, either through intelligent projection or through ac- tive surface imaging. The second one comprises holographic video, that is, a fully 3-dimensional representation of a remote scene in realtime. The proliferation of increasingly low-cost, small, and high quality digital video cameras, time-of-flight sensors, and projectors constitutes an important infrastructure to implement these building blocks. Markus Gross 0001 |
VRST | 1 |
| 2009 | Implicit Contact Handling for Deformable ObjectsabstractAbstract We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non‐penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi‐layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps. Miguel A. Otaduy, Rasmus Tamstorf, Denis Steinemann, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2009 | Feature Preserving Point Set Surfaces based on Non-Linear Kernel RegressionabstractAbstract Moving least squares (MLS) is a very attractive tool to design effective meshless surface representations. However, as long as approximations are performed in a least square sense, the resulting definitions remain sensitive to outliers, and smooth‐out small or sharp features. In this paper, we address these major issues, and present a novel point based surface definition combining the simplicity of implicit MLS surfaces [ SOS04 , Kol05 ] with the strength of robust statistics. To reach this new definition, we review MLS surfaces in terms of local kernel regression, opening the doors to a vast and well established literature from which we utilize robust kernel regression. Our novel representation can handle sparse sampling, generates a continuous surface better preserving fine details, and can naturally handle any kind of sharp features with controllable sharpness. Finally, it combines ease of implementation with performance competing with other non‐robust approaches. A. Cengiz Öztireli, Gaël Guennebaud, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2009 | Interactive Geometric Simulation of 4D CitiesabstractAbstract We present a simulation system that can simulate a three‐dimensional urban model over time. The main novelty of our approach is that we do not rely on land‐use simulation on a regular grid, but instead build a complete and inherently geometric simulation that includes exact parcel boundaries, streets of arbitrary orientation, street widths, 3D street geometry, building footprints, and 3D building envelopes. The second novelty is the fast simulation time and user interaction at interactive speed of about 1 second per time step. Basil Weber, Pascal Müller, Peter Wonka, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2009 | Flexible simulation of deformable models using discontinuous Galerkin FEM
Peter Kaufmann 0001, Sebastian Martin, Mario Botsch, Markus Gross 0001 |
Graph. Model. | 4 |
| 2009 | Splitting meshless deforming objects with explicit surface tracking
Denis Steinemann, Miguel A. Otaduy, Markus Gross 0001 |
Graph. Model. | 3 |
| 2009 | Capture and modeling of non-linear heterogeneous soft tissueabstractThis paper introduces a data-driven representation and modeling technique for simulating non-linear heterogeneous soft tissue. It simplifies the construction of convincing deformable models by avoiding complex selection and tuning of physical material parameters, yet retaining the richness of non-linear heterogeneous behavior. We acquire a set of example deformations of a real object, and represent each of them as a spatially varying stress-strain relationship in a finite-element model. We then model the material by non-linear interpolation of these stress-strain relationships in strain-space. Our method relies on a simple-to-build capture system and an efficient run-time simulation algorithm based on incremental loading, making it suitable for interactive computer graphics applications. We present the results of our approach for several non-linear materials and biological soft tissue, with accurate agreement of our model to the measured data. Bernd Bickel, Moritz Bächer, Miguel A. Otaduy, Wojciech Matusik, Hanspeter Pfister, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2009 | Enrichment textures for detailed cutting of shellsabstractWe present a method for simulating highly detailed cutting and fracturing of thin shells using low-resolution simulation meshes. Instead of refining or remeshing the underlying simulation domain to resolve complex cut paths, we adapt the extended finite element method (XFEM) and enrich our approximation by customdesigned basis functions, while keeping the simulation mesh unchanged. The enrichment functions are stored in enrichment textures , which allows for fracture and cutting discontinuities at a resolution much finer than the underlying mesh, similar to image textures for increased visual resolution. Furthermore, we propose harmonic enrichment functions to handle multiple, intersecting, arbitrarily shaped, progressive cuts per element in a simple and unified framework. Our underlying shell simulation is based on discontinuous Galerkin (DG) FEM, which relaxes the restrictive requirement of C 1 continuous basis functions and thus allows for simpler, C 0 continuous XFEM enrichment functions. Peter Kaufmann 0001, Sebastian Martin, Mario Botsch, Eitan Grinspun, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2009 | A system for retargeting of streaming videoabstractWe present a novel, integrated system for content-aware video retargeting. A simple and interactive framework combines key frame based constraint editing with numerous automatic algorithms for video analysis. This combination gives content producers high level control of the retargeting process. The central component of our framework is a non-uniform, pixel-accurate warp to the target resolution which considers automatic as well as interactively defined features. Automatic features comprise video saliency, edge preservation at the pixel resolution, and scene cut detection to enforce bilateral temporal coherence. Additional high level constraints can be added by the producer to guarantee a consistent scene composition across arbitrary output formats. For high quality video display we adopted a 2D version of EWA splatting eliminating aliasing artifacts known from previous work. Our method seamlessly integrates into postproduction and computes the reformatting in real-time. This allows us to retarget annotated video streams at a high quality to arbitary aspect ratios while retaining the intended cinematographic scene composition. For evaluation we conducted a user study which revealed a strong viewer preference for our method. Philipp Krähenbühl, Manuel Lang, Alexander Sorkine-Hornung, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2009 | Synthetic turbulence using artificial boundary layersabstractTurbulent vortices in fluid flows are crucial for a visually interesting appearance. Although there has been a significant amount of work on turbulence in graphics recently, these algorithms rely on the underlying simulation to resolve the flow around objects. We build upon work from classical fluid mechanics to design an algorithm that allows us to accurately precompute the turbulence being generated around an object immersed in a flow. This is made possible by modeling turbulence formation based on an averaged flow field, and relying on universal laws describing the flow near a wall. We precompute the confined vorticity in the boundary layer around an object, and simulate the boundary layer separation during a fluid simulation. Then, a turbulence model is used to identify areas where this separated layer will transition into actual turbulence. We sample these regions with vortex particles, and simulate the further dynamics of the vortices based on these particles. We will show how our method complements previous work on synthetic turbulence, and yields physically plausible results. In addition, we demonstrate that our method can efficiently compute turbulent flows around a variety of objects including cars, whisks, as well as boulders in a river flow. We can even apply our model to precomputed static flow fields, yielding turbulent dynamics without a costly simulation. Tobias Pfaff, Nils Thürey, Andrew Selle, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2009 | Deforming meshes that split and mergeabstractWe present a method for accurately tracking the moving surface of deformable materials in a manner that gracefully handles topological changes. We employ a Lagrangian surface tracking method, and we use a triangle mesh for our surface representation so that fine features can be retained. We make topological changes to the mesh by first identifying merging or splitting events at a particular grid resolution, and then locally creating new pieces of the mesh in the affected cells using a standard isosurface creation method. We stitch the new, topologically simplified portion of the mesh to the rest of the mesh at the cell boundaries. Our method detects and treats topological events with an emphasis on the preservation of detailed features, while simultaneously simplifying those portions of the material that are not visible. Our surface tracker is not tied to a particular method for simulating deformable materials. In particular, we show results from two significantly different simulators: a Lagrangian FEM simulator with tetrahedral elements, and an Eulerian grid-based fluid simulator. Although our surface tracking method is generic, it is particularly well-suited for simulations that exhibit fine surface details and numerous topological events. Highlights of our results include merging of viscoplastic materials with complex geometry, a taffy-pulling animation with many fold and merge events, and stretching and slicing of stiff plastic material. Christopher Wojtan, Nils Thürey, Markus Gross 0001, Greg Turk |
ACM Trans. Graph. | 3 |
| 2008 | A transform, lighting and setup ASIC for surface splattingabstractThis paper presents the rst ASIC implementation of the transform, lighting and setup stages of the elliptical weighted average (EWA) surface splatting algorithm, a high quality method for anti-aliased rendering of point sampled objects in computer graphics. The algorithm has been integrated on a small core size of 8.15 mm2in a 180 nm process using massive resource sharing. It achieves the high throughput of 2.94 million points per second at the operating frequency of 147 MHz, with a power dissipation of 300mW. Simon Heinzle, Olivier Saurer, Sebastian Axmann, Diego Browarnik, Flavio Carbognani, Peter Luethi, Norbert Felber, Markus Gross 0001 |
ISCAS | 9 |
| 2008 | Tight and efficient surface bounds in meshless animation
Denis Steinemann, Miguel A. Otaduy, Markus Gross 0001 |
Comput. Graph. | 3 |
| 2008 | Robust and Efficient Wave Simulations on Deforming MeshesabstractAbstract The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly for real‐time environments. In order to achieve our goal, we reduce the problem from a three‐ to a two‐dimensional one, and make use of the shallow water equations to simulate surface waves that can be solved very efficiently. In addition to a low runtime cost, stability is likewise crucial for interactive applications. Hence, we make use of an implicit time integration scheme to obtain a robust solver. To ensure a low energy dissipation, we apply an Implicit Newmark time integration scheme. We propose a general formulation of the underlying equations that is tailored towards the use with an Implicit Newmark integrator. Furthermore, we gain efficiency by making use of a direct solver. Due to the generality of our formulation, the fluid simulation can be coupled interactively with arbitrary external forces, such as forces caused by inertia or collisions. We will discuss the properties of our algorithm, and demonstrate its robustness with simulations on strongly deforming meshes. Roland Angst, Nils Thürey, Mario Botsch, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2008 | Dynamic Sampling and Rendering of Algebraic Point Set SurfacesabstractAbstract Algebraic Point Set Surfaces (APSS) define a smooth surface from a set of points using local moving least‐squares (MLS) fitting of algebraic spheres. In this paper we first revisit the spherical fitting problem and provide a new, more generic solution that includes intuitive parameters for curvature control of the fitted spheres. As a second contribution we present a novel real‐time rendering system of such surfaces using a dynamic up‐sampling strategy combined with a conventional splatting algorithm for high quality rendering. Our approach also includes a new view dependent geometric error tailored to efficient and adaptive up‐sampling of the surface. One of the key features of our system is its high degree of flexibility that enables us to achieve high performance even for highly dynamic data or complex models by exploiting temporal coherence at the primitive level. We also address the issue of efficient spatial search data structures with respect to construction, access and GPU friendliness. Finally, we present an efficient parallel GPU implementation of the algorithms and search structures. Gaël Guennebaud, Marcel Germann, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2008 | Polyhedral Finite Elements Using Harmonic Basis FunctionsabstractAbstract Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method for arbitrary polyhedral elements, thereby effectively avoiding the need for remeshing. Our polyhedral finite elements are based on harmonic basis functions, which satisfy all necessary conditions for FEM simulations and seamlessly generalize both linear tetrahedral and trilinear hexahedral elements. We discretize harmonic basis functions using the method of fundamental solutions, which enables their flexible computation and efficient evaluation. The versatility of our approach is demonstrated on cutting and adaptive refinement within a simulation framework for corotated linear elasticity. Sebastian Martin, Peter Kaufmann 0001, Mario Botsch, Martin Wicke, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2008 | Lighting and Occlusion in a Wave-Based FrameworkabstractAbstract We present novel methods to enhance Computer Generated Holography (CGH) by introducing a complex‐valued wave‐based occlusion handling method. This offers a very intuitive and efficient interface to introduce optical elements featuring physically‐based light interaction exhibiting depth‐of‐field, diffraction, and glare effects. Fur‐thermore, an efficient and flexible evaluation of lit objects on a full‐parallax hologram leads to more convincing images. Previous illumination methods for CGH are not able to change the illumination settings of rendered holo‐grams. In this paper we propose a novel method for real‐time lighting of rendered holograms in order to change the appearance of a previously captured holographic scene. These functionalities are features of a bigger wave‐based rendering framework which can be combined with 2D framebuffer graphics. We present an algorithm which uses graphics hardware to accelerate the rendering. Remo Ziegler, Simone Croci, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2008 | Wavelet turbulence for fluid simulationabstractWe present a novel wavelet method for the simulation of fluids at high spatial resolution. The algorithm enables large- and small-scale detail to be edited separately, allowing high-resolution detail to be added as a post-processing step. Instead of solving the Navier-Stokes equations over a highly refined mesh, we use the wavelet decomposition of a low-resolution simulation to determine the location and energy characteristics of missing high-frequency components. We then synthesize these missing components using a novel incompressible turbulence function, and provide a method to maintain the temporal coherence of the resulting structures. There is no linear system to solve, so the method parallelizes trivially and requires only a few auxiliary arrays. The method guarantees that the new frequencies will not interfere with existing frequencies, allowing animators to set up a low resolution simulation quickly and later add details without changing the overall fluid motion. Theodore Kim, Nils Thürey, Doug L. James, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2007 | Real-time BreakingWaves for Shallow Water SimulationsabstractWe present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today's commodity hardware. Nils Thürey, Matthias Müller 0001, Simon Schirm, Markus Gross 0001 |
PG | 4 |
| 2007 | Balanced Hierarchies for Collision Detection between Fracturing ObjectsabstractThe simulation of fracture leads to collision-intensive situations that call for efficient collision detection algorithms and data structures. Bounding volume hierarchies (BVHs) are a popular approach for accelerating collision detection, but they rarely see application in fracture simulations, due to the dynamic creation and deletion of geometric primitives. We propose the use of balanced trees for storing BVHs, as well as novel algorithms for dynamically restructuring them in the presence of progressive or instantaneous fracture. By paying a small loss of fitting quality compared with complete reconstruction, we achieve more than one order of magnitude speedup in the update of BVHs Miguel A. Otaduy, Olivier Chassot, Denis Steinemann, Markus Gross 0001 |
VR | 4 |
| 2007 | A multimedia framework for effective language training
Markus Gross 0001, Christian Voegeli |
Comput. Graph. | 1 |
| 2007 | Adaptive Space Deformations Based on Rigid CellsabstractAbstract We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin‐shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample‐based representations, such as meshes, triangle soups, or point clouds. Mario Botsch, Mark Pauly, Martin Wicke, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2007 | Interactive Visual Workspaces with Dynamic Foveal Areas and Adaptive Composite InterfacesabstractAbstract This paper presents novel techniques and metaphors for on‐demand visual workspaces in everyday office environments, providing space‐efficient, flexible and highly interactive graphical user interfaces using projected displays. For increased resolution, contents personalization and interactive visualization, the users can augment the large‐scale projections with dynamic high‐resolution foveal enhancements using a pocket light metaphor. To further optimize the presentation at a given resolution, the design of the displays can be modified interactively, and like a jigsaw puzzle, the layout can be customized using an adaptive compositing approach which supports free‐form focus‐and‐context rendering. With a unified intensity‐based tracking approach, we allow for natural multi‐touch interaction with the information space through bare hands, pointers and pens on arbitrary surfaces. Daniel Cotting, Markus Gross 0001 |
Comput. Graph. Forum | 2 |
| 2007 | Soft Articulated Characters with Fast Contact HandlingabstractAbstract Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically‐plausible simulation of animated characters with a high‐resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton‐skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton. Nico Galoppo, Miguel A. Otaduy, Serhat Tekin, Markus Gross 0001, Ming C. Lin |
Comput. Graph. Forum | 4 |
| 2007 | Texturing Internal Surfaces from a Few Cross SectionsabstractAbstract We introduce a new appearance‐modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross‐sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real‐time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors. Nico Pietroni, Miguel A. Otaduy, Bernd Bickel, Fabio Ganovelli, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2007 | 3D Video Billboard CloudsabstractAbstract 3D video billboard clouds reconstruct and represent a dynamic three‐dimensional scene using displacement‐mapped billboards. They consist of geometric proxy planes augmented with detailed displacement maps and combine the generality of geometry‐based 3D video with the regularization properties of image‐based 3D video. 3D video billboards are an image‐based representation placed in the disparity space of the acquisition cameras and thus provide a regular sampling of the scene with a uniform error model. We propose a general geometry filtering framework which generates time‐coherent models and removes reconstruction and quantization noise as well as calibration errors. This replaces the complex and time‐consuming sub‐pixel matching process in stereo reconstruction with a bilateral filter. Rendering is performed using a GPU‐accelerated algorithm which generates consistent view‐dependent geometry and textures for each individual frame. In addition, we present a semi‐automatic approach for modeling dynamic three‐dimensional scenes with a set of multiple 3D video billboards clouds. Michael Waschbüsch, Stephan Würmlin, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2007 | A Finite Element Method on Convex PolyhedraabstractAbstract We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis functions guarantee convergence. Our method is a natural extension to linear interpolants on tetrahedra: for tetrahedral elements, the methods are identical. For fast and robust computations, we use an elasticity model based on Cauchy strain and stiffness warping. This more flexible discretization is particularly useful for simulations that involve topological changes, such as cutting or fracture. Since splitting convex elements along a plane produces convex elements, remeshing or subdivision schemes used in simulations based on tetrahedra are not necessary, leading to less elements after such operations. We propose various operators for cutting the polyhedral discretization. Our method can handle arbitrary cut trajectories, and there is no limit on how often elements can be split. Martin Wicke, Mario Botsch, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2007 | A Bidirectional Light Field - Hologram TransformabstractAbstract In this paper, we propose a novel framework to represent visual information. Extending the notion of conventional image‐based rendering, our framework makes joint use of both light fields and holograms as complementary representations. We demonstrate how light fields can be transformed into holograms, and vice versa. By exploiting the advantages of either representation, our proposed dual representation and processing pipeline is able to overcome the limitations inherent to light fields and holograms alone. We show various examples from synthetic and real light fields to digital holograms demonstrating advantages of either representation, such as speckle‐free images, ghosting‐free images, aliasing‐free recording, natural light recording, aperture‐dependent effects and real‐time rendering which can all be achieved using the same framework. Capturing holograms under white light illumination is one promising application for future work. Remo Ziegler, Simon Bucheli, Lukas Ahrenberg, Marcus A. Magnor, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2007 | WinSGL: synchronizing displays in parallel graphics using cost-effective software genlocking
Daniel Cotting, Michael Waschbüsch, M. Duller, Markus Gross 0001 |
Parallel Comput. | 4 |
| 2007 | Point-sampled 3D video of real-world scenes
Michael Waschbüsch, Stephan Würmlin, Daniel Cotting, Markus Gross 0001 |
Signal Process. Image Commun. | 4 |
| 2007 | Multi-scale capture of facial geometry and motionabstractWe present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry and wrinkles. We first acquire a static scan of the face including reflectance data at the highest possible quality. We then augment a traditional marker-based facial motion-capture system by two synchronized video cameras to track expression wrinkles. The resulting model consists of high-resolution geometry, motion-capture data, and expression wrinkles in 2D parametric form. This combination represents the facial shape and its salient features at multiple scales. During motion synthesis the motion-capture data deforms the high-resolution geometry using a linear shell-based mesh-deformation method. The wrinkle geometry is added to the facial base mesh using nonlinear energy optimization. We present the results of our approach for performance replay as well as for wrinkle editing. Bernd Bickel, Mario Botsch, Roland Angst, Wojciech Matusik, Miguel A. Otaduy, Hanspeter Pfister, Markus Gross 0001 |
ACM Trans. Graph. | 7 |
| 2007 | Algebraic point set surfacesabstractIn this paper we present a new Point Set Surface (PSS) definition based on moving least squares (MLS) fitting of algebraic spheres. Our surface representation can be expressed by either a projection procedure or in implicit form. The central advantages of our approach compared to existing planar MLS include significantly improved stability of the projection under low sampling rates and in the presence of high curvature. The method can approximate or interpolate the input point set and naturally handles planar point clouds. In addition, our approach provides a reliable estimate of the mean curvature of the surface at no additional cost and allows for the robust handling of sharp features and boundaries. It processes a simple point set as input, but can also take significant advantage of surface normals to improve robustness, quality and performance. We also present an novel normal estimation procedure which exploits the properties of the spherical fit for both direction estimation and orientation propagation. Very efficient computational procedures enable us to compute the algebraic sphere fitting with up to 40 million points per second on latest generation GPUs. Gaël Guennebaud, Markus Gross 0001 |
ACM Trans. Graph. | 2 |
| 2007 | Practical motion capture in everyday surroundingsabstractCommercial motion-capture systems produce excellent in-studio reconstructions, but offer no comparable solution for acquisition in everyday environments. We present a system for acquiring motions almost anywhere. This wearable system gathers ultrasonic time-of-flight and inertial measurements with a set of inexpensive miniature sensors worn on the garment. After recording, the information is combined using an Extended Kalman Filter to reconstruct joint configurations of a body. Experimental results show that even motions that are traditionally difficult to acquire are recorded with ease within their natural settings. Although our prototype does not reliably recover the global transformation, we show that the resulting motions are visually similar to the original ones, and that the combined acoustic and intertial system reduces the drift commonly observed in purely inertial systems. Our final results suggest that this system could become a versatile input device for a variety of augmented-reality applications. Daniel Vlasic, Rolf Adelsberger, Giovanni Vannucci, John Barnwell, Markus Gross 0001, Wojciech Matusik, Jovan Popovic |
ACM Trans. Graph. | 5 |
| 2007 | A hardware architecture for surface splattingabstractWe present a novel architecture for hardware-accelerated rendering of point primitives. Our pipeline implements a refined version of EWA splatting, a high quality method for antialiased rendering of point sampled representations. A central feature of our design is the seamless integration of the architecture into conventional, OpenGL-like graphics pipelines so as to complement triangle-based rendering. The specific properties of the EWA algorithm required a variety of novel design concepts including a ternary depth test and using an on-chip pipelined heap data structure for making the memory accesses of splat primitives more coherent. In addition, we developed a computationally stable evaluation scheme for perspectively corrected splats. We implemented our architecture both on reconfigurable FPGA boards and as an ASIC prototype, and we integrated it into an OpenGL-like software implementation. Our evaluation comprises a detailed performance analysis using scenes of varying complexity. Tim Weyrich, Simon Heinzle, Timo Aila, Daniel Bernhard Fasnacht, Stephan Oetiker, Mario Botsch, Cyril Flaig, Simon Mall, Kaspar Rohrer, Norbert Felber, Hubert Kaeslin, Markus Gross 0001 |
ACM Trans. Graph. | 12 |
| 2007 | Low-Cost Telepresence for Collaborative Virtual EnvironmentsabstractWe present a novel low-cost method for visual communication and telepresence in a CAVE -like environment, relying on 2D stereo-based video avatars. The system combines a selection of proven efficient algorithms and approximations in a unique way, resulting in a convincing stereoscopic real-time representation of a remote user acquired in a spatially immersive display. The system was designed to extend existing projection systems with acquisition capabilities requiring minimal hardware modifications and cost. The system uses infrared-based image segmentation to enable concurrent acquisition and projection in an immersive environment without a static background. The system consists of two color cameras and two additional b/w cameras used for segmentation in the near-IR spectrum. There is no need for special optics as the mask and color image are merged using image-warping based on a depth estimation. The resulting stereo image stream is compressed, streamed across a network, and displayed as a frame-sequential stereo texture on a billboard in the remote virtual environment. Seon-Min Rhee, Remo Ziegler, Jiyoung Park 0002, Martin Näf, Markus Gross 0001, Myoung-Hee Kim |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2007 | A Framework for Holographic Scene Representation and Image SynthesisabstractWe present a framework for the holographic representation and display of graphics objects. As opposed to traditional graphics representations, our approach reconstructs the light wave reflected or emitted by the original object directly from the underlying digital hologram. Our novel holographic graphics pipeline consists of several stages including the digital recording of a full-parallax hologram, the reconstruction and propagation of its wavefront, and rendering of the final image onto conventional, framebuffer-based displays. The required view-dependent depth image is computed from the phase information inherently represented in the complex-valued wavefront. Our model also comprises a correct physical modeling of the camera taking into account optical elements, such as lens and aperture. It thus allows for a variety of effects including depth of field, diffraction, interference, and features built-in anti-aliasing. A central feature of our framework is its seamless integration into conventional rendering and display technology which enables us to elegantly combine traditional 3D object or scene representations with holograms. The presented work includes the theoretical foundations and allows for high quality rendering of objects consisting of large numbers of elementary waves while keeping the hologram at a reasonable size. Remo Ziegler, Peter Kaufmann 0001, Markus Gross 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2006 | PriMo: coupled prisms for intuitive surface modeling
Mario Botsch, Mark Pauly, Markus Gross 0001, Leif Kobbelt |
Symposium on Geometry Processing | 3 |
| 2006 | Interactive environment-aware display bubblesabstractWe present a novel display metaphor which extends traditional tabletop projections in collaborative environments by introducing freeform, environment-aware display representations and a matching set of interaction schemes. For that purpose, we map personalized widgets or ordinary computer applications that have been designed for a conventional, rectangular layout into space-efficient bubbles whose warping is performed with a potential-based physics approach. With a set of interaction operators based on laser pointer tracking, these freeform displays can be transformed and elastically deformed using focus and context visualization techniques. We also provide operations for intuitive instantiation of bubbles, cloning, cut & pasting, deletion and grouping in an interactive way, and we allow for user-drawn annotations and text entry using a projected keyboard. Additionally, an optional environment-aware adaptivity of the displays is achieved by imperceptible, realtime scanning of the projection geometry. Subsequently, collision-responses of the bubbles with non-optimal surface parts are computed in a rigid body simulation. The extraction of the projection surface properties runs concurrently with the main application of the system. Our approach is entirely based on off the-shelf, low-cost hardware including DLP-projectors and FireWire cameras. Daniel Cotting, Markus Gross 0001 |
UIST | 2 |
| 2006 | Hybrid Cutting of Deformable SolidsabstractA central training objective of virtual reality based surgical simulation is the removal of pathologic tissue. This necessitates stable, real-time updates of the underlying mesh representation. Within the framework of a hysteroscopy simulator, we have developed a hybrid cutting approach for tetrahedral meshes. It combines the topological update by subdivision with adjustments of the existing topology. Moreover, the mechanical and the visual model are decoupled, thus allowing different resolutions for the underlying mesh representations. With our method, we can closely approximate an arbitrary, user-defined cut surface while avoiding the creation of small or badly shaped elements, thus strongly reducing stability problems in the subsequent deformation computation. The presented approach has been integrated into a virtual reality training system for hysteroscopic interventions. The performance of the algorithm is demonstrated by examples of intra-uterine tumor ablations. Denis Steinemann, Matthias Harders, Markus Gross 0001, Gábor Székely |
VR | 3 |
| 2006 | Point-based multiscale surface representationabstractIn this article we present a new multiscale surface representation based on point samples. Given an unstructured point cloud as input, our method first computes a series of point-based surface approximations at successively higher levels of smoothness, that is, coarser scales of detail, using geometric low-pass filtering. These point clouds are then encoded relative to each other by expressing each level as a scalar displacement of its predecessor. Low-pass filtering and encoding are combined in an efficient multilevel projection operator using local weighted least squares fitting.Our representation is motivated by the need for higher-level editing semantics which allow surface modifications at different scales. The user would be able to edit the surface at different approximation levels to perform coarse-scale edits on the whole model as well as very localized modifications on the surface detail. Additionally, the multiscale representation provides a separation in geometric scale which can be understood as a spectral decomposition of the surface geometry. Based on this observation, advanced geometric filtering methods can be implemented that mimic the effects of Fourier filters to achieve effects such as smoothing, enhancement, or band-bass filtering. Mark Pauly, Leif Kobbelt, Markus Gross 0001 |
ACM Trans. Graph. | 3 |
| 2006 | Analysis of human faces using a measurement-based skin reflectance modelabstractWe have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and -- since we do not use the original measured data -- easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis. Tim Weyrich, Wojciech Matusik, Hanspeter Pfister, Bernd Bickel, Craig Donner, Chien Tu, Janet McAndless, Addy Ngan, Henrik Wann Jensen, Markus Gross 0001 |
ACM Trans. Graph. | 11 |
| 2006 | Interactive 3D video editing
Michael Waschbüsch, Stephan Würmlin, Markus Gross 0001 |
Vis. Comput. | 3 |
| 2005 | A Hybrid Cutting Approach for Hysteroscopy Simulation
Matthias Harders, Denis Steinemann, Markus Gross 0001, Gábor Székely |
MICCAI (2) | 3 |
| 2005 | Example-Based 3D Scan Completion
Mark Pauly, Niloy J. Mitra, Joachim Giesen, Markus Gross 0001, Leonidas J. Guibas |
Symposium on Geometry Processing | 4 |
| 2005 | Volume rendering of smoke propagation CFD dataabstractThe evacuation of buildings in the event of a fire requires careful planning of ventilation and evacuation routes during early architectural design stages. Different designs are evaluated by simulating smoke propagation using computational fluid dynamics (CFD). Visibility plays a decisive role in finding the nearest fire exit. This paper presents real-time volume rendering of transient smoke propagation conforming to standardized visibility distances. We visualize time dependent smoke particle concentration on unstructured tetrahedral meshes using a direct volume rendering approach. Due to the linear transfer function of the optical model commonly used in fire protection engineering, accurate pre-integration of diffuse color across tetrahedra can be carried out with a single 2D texture lookup. We reduce rounding errors during frame buffer blending by applying randomized dithering if high accuracy frame buffers are unavailable on the target platform. A simple absorption-based lighting model is evaluated in a preprocessing step using the same rendering approach. Back-illuminated exit signs are commonly used to indicate the escape route. As light emitting objects are visible further than reflective objects, the transfer function in front of illuminated exit signs must be adjusted with a deferred rendering pass. Oliver Staubli, Christian Sigg, Ronald Peikert, Markus Gross 0001, Daniel Gubler |
IEEE Visualization | 4 |
| 2005 | Multimedia integration into the blue-c API
Martin Näf, Oliver G. Staadt, Markus Gross 0001 |
Comput. Graph. | 3 |
| 2005 | Efficient Raytracing of Deforming Point-Sampled SurfacesabstractWe present efficient data structures and caching schemes to accelerate ray-surface intersections for deforming point-sampled surfaces.By exploiting spatial and temporal coherence of the deformation during the animation, we are able to improve rendering performance by a factor of two to three compared to existing techniques.Starting from a tight bounding sphere hierarchy for the undeformed object, we use a lazy updating scheme to adapt the hierarchy to the deformed surface in each animation step.In addition, we achieve a significant speedup for ray-surface intersections by caching per-ray intersection points.We also present a technique for rendering sharp edges and corners in point-sampled models by introducing a novel surface clipping algorithm. Bart Adams, Richard Keiser, Mark Pauly, Leonidas J. Guibas, Markus Gross 0001, Philip Dutré |
Comput. Graph. Forum | 5 |
| 2005 | Adaptive Instant Displays: Continuously Calibrated Projections Using Per-Pixel Light ControlabstractWe present a framework for achieving user-defined on-demand displays in setups containing bricks of movable cameras and DLP-projectors. A dynamic calibration procedure is introduced, which handles cameras and projectors in a unified way and allows continuous flexible setup changes, while seamless projection alignment and blending is performed simultaneously. For interaction, an intuitive laser pointer based technique is developed, which can be combined with real-time 3D information acquired from the scene. All these tasks can be performed concurrently with the display of a user-chosen application in a non-disturbing way. This is achieved by using an imperceptible structured light approach enabling pixel-based surface light control suited for a wide range of computer graphics and vision algorithms. To ensure scalability of light control in the same working space, multiple projectors are multiplexed. Daniel Cotting, Henry Fuchs, Remo Ziegler, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2005 | Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces
Markus Hadwiger, Christian Sigg, Henning Scharsach, Katja Bühler, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2005 | Efficient Animation of Point-Sampled Thin ShellsabstractWe present a novel framework for the efficient simulation and animation of discrete thin shells.Our method takes a point sampled surface as input and performs all necessary computations without intermediate triangulation.We discretize the thin shell functional using so-called fibers.Such fibers are locally embedded parametric curves crisscrossing individual point samples.In combination, they create a dense mesh representing the surface structure and connectivity for the shell computations.In particular, we utilize the fibers to approximate the differential surface operators of the thin shell functional.The polynomials underlying the fiber representation allow for a robust and fast simulation of thin shell behavior.Our method supports both elastic and plastic deformations as well as fracturing and tearing of the material.To compute surfaces with rich surface detail, we designed a multiresolution representation which maps a high-resolution surface onto a fiber network of lower resolution.This makes it possible to animate densely sampled models of very high surface complexity.While being tuned for point sampled objects, the presented framework is versatile and can also take triangle meshes or triangle soups as input. Martin Wicke, Denis Steinemann, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2005 | Meshless deformations based on shape matchingabstractWe present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic simulations.The main idea of our deformable model is to replace energies by geometric constraints and forces by distances of current positions to goal positions. These goal positions are determined via a generalized shape matching of an undeformed rest state with the current deformed state of the point cloud. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity, and the unconditional stability of the dynamic simulation make the approach particularly interesting for games. Matthias Müller 0001, Bruno Heidelberger, Matthias Teschner, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2005 | Meshless animation of fracturing solidsabstractWe present a new meshless animation framework for elastic and plastic materials that fracture. Central to our method is a highly dynamic surface and volume sampling method that supports arbitrary crack initiation, propagation, and termination, while avoiding many of the stability problems of traditional mesh-based techniques. We explicitly model advancing crack fronts and associated fracture surfaces embedded in the simulation volume. When cutting through the material, crack fronts directly affect the coupling between simulation nodes, requiring a dynamic adaptation of the nodal shape functions. We show how local visibility tests and dynamic caching lead to an efficient implementation of these effects based on point collocation. Complex fracture patterns of interacting and branching cracks are handled using a small set of topological operations for splitting, merging, and terminating crack fronts. This allows continuous propagation of cracks with highly detailed fracture surfaces, independent of the spatial resolution of the simulation nodes, and provides effective mechanisms for controlling fracture paths. We demonstrate our method for a wide range of materials, from stiff elastic to highly plastic objects that exhibit brittle and/or ductile fracture. Mark Pauly, Richard Keiser, Bart Adams, Philip Dutré, Markus Gross 0001, Leonidas J. Guibas |
ACM Trans. Graph. | 5 |
| 2005 | Data Streaming in Telepresence EnvironmentsabstractIn this paper, we discuss data transmission in telepresence environments for collaborative virtual reality applications. We analyze data streams in the context of networked virtual environments and classify them according to their traffic characteristics. Special emphasis is put on geometry-enhanced (3D) video. We review architectures for real-time 3D video pipelines and derive theoretical bounds on the minimal system latency as a function of the transmission and processing delays. Furthermore, we discuss bandwidth issues of differential update coding for 3D video. In our telepresence system-the blue-c-we use a point-based 3D video technology which allows for differentially encoded 3D representations of human users. While we discuss the considerations which lead to the design of our three-stage 3D video pipeline, we also elucidate some critical implementation details regarding decoupling of acquisition, processing and rendering frame rates, and audio/video synchronization. Finally, we demonstrate the communication and networking features of the blue-c system in its full deployment. We show how the system can possibly be controlled to face processing or networking bottlenecks by adapting the multiple system components like audio, application data, and 3D video. Edouard Lamboray, Stephan Würmlin, Markus Gross 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2005 | Rendering Deformable Surface Reflectance FieldsabstractAnimation of photorealistic computer graphics models is an important goal for many applications. Image-based modeling has emerged as a promising approach to capture and visualize real-world objects. Animating image-based models, however, is still a largely unsolved problem. In this paper, we extend a popular image-based representation called surface reflectance field to animate and render deformable real-world objects under arbitrary illumination. Deforming the surface reflectance field is achieved by modifying the underlying impostor geometry. We augment the impostor by a local parameterization that allows the correct evaluation of acquired reflectance images, preserving the original light model on the deformed surface. We present a deferred shading scheme to handle the increased amount of data involved in shading the deformable surface reflectance field. We show animations of various objects that were acquired with 3D photography. Tim Weyrich, Hanspeter Pfister, Markus Gross 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2005 | Level-of-detail for cognitive real-time characters
Christoph Niederberger, Markus Gross 0001 |
Vis. Comput. | 2 |
| 2005 | Scalable 3D video of dynamic scenes
Michael Waschbüsch, Stephan Würmlin, Daniel Cotting, Filip Sadlo, Markus Gross 0001 |
Vis. Comput. | 5 |
| 2004 | Physically-Based Simulation of Objects Represented by Surface MeshesabstractObjects and scenes in virtual worlds such as 3D computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformations or fracture effects require volumetric representations such as tetrahedral meshes. In this paper we propose techniques to generate volumetric meshes dynamically for objects represented by surface meshes allowing the simulation of physical effects such as motion, deformation and fracture. We use the finite element method based on cubical elements of uniform size. Regular cube meshes have several advantages over geometrically more complex representations. Because of their simplicity, cube meshes can be generated quickly by voxelizing objects while neither geometry nor stiffness information needs to be stored explicitly. The low memory consumption makes physically-based animation possible for large scenes even on game consoles. We animate the original high resolution surface mesh by coupling it to the underlying volumetric mesh. This way, the regular structure of the volumetric mesh is hidden from the user. We also propose a technique to fracture the surface mesh along with the cube mesh which keeps the surface watertight and results in realistic fracture patterns Matthias Müller 0001, Matthias Teschner, Markus Gross 0001 |
Computer Graphics International | 3 |
| 2004 | Generic Path Planning for Real-Time ApplicationsabstractWe present a fast and robust path planning algorithm for generic static terrains with polygonal obstacles. Our algorithm finds shorter, and therefore more intuitive paths than a traditional A/sup */ approach with a similar underlying graph. The presented algorithm is derived from A/sup */ and is modified to circumvent undecidable situations and unintuitive results. Additionally, we present two post-processing steps to enhance the quality and visual appearance of the resulting paths. The first method minimizes the number of waypoints in a path while the second method takes the slope of the terrain into account in order to generate visually more pleasing paths. We show that our algorithm is fast and, therefore, well suited for realtime applications, such as games or virtual environments. Christoph Niederberger, Dejan Radovic, Markus Gross 0001 |
Computer Graphics International | 3 |
| 2004 | A Versatile and Robust Model for Geometrically Complex Deformable SolidsabstractWe present a versatile and robust model for geometrically complex deformable solids. Our approach can be applied to deformable tetrahedral meshes and to deformable triangle meshes. The model considers elastic and plastic deformation. It handles a large variety of material properties ranging from stiff to fluid-like behavior. Due to the computational efficiency of our approach, complex environments consisting of up to several thousand primitives can be simulated at interactive speed. The presented approach to deformable modeling is part of a simulation environment with integrated collision handling for tetrahedral meshes. For visualization purposes, tetrahedral meshes can be coupled with high-resolution surface meshes. Results are presented for deformable tetrahedral meshes and for deformable triangle meshes which are used to represent cloth and discrete shells. Matthias Teschner, Bruno Heidelberger, Matthias Müller 0001, Markus Gross 0001 |
Computer Graphics International | 4 |
| 2004 | Interactive Virtual Materials
Matthias Müller 0001, Markus Gross 0001 |
Graphics Interface | 2 |
| 2004 | Unconstrained free-viewpoint video codingabstractIn this paper, we present a coding framework addressing image-space compression for free-viewpoint video. Our framework is based on time-varying 3D point samples which represent real-world objects. The 3D point samples are obtained after a geometrical reconstruction from multiple pre-recorded video sequences and thus allow for arbitrary viewpoints during playback. The encoding of the data is performed as an off-line process and is not time-critical. The decoding however, must support for real-time rendering of the dynamic 3D data. We introduce a compression framework which encodes multiple point attributes like depth and color into progressive streams. The reference data structure is aligned on the original camera input images and thus enables for easy view-dependent decoding. A novel differential coding approach permits random access in constant time throughout the entire data set and thus enables arbitrary viewpoint trajectories in both time and space. Edouard Lamboray, Stephan Würmlin, Michael Waschbüsch, Markus Gross 0001, Hanspeter Pfister |
ICIP | 4 |
| 2004 | Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and DisplayabstractWe introduce a method to imperceptibly embed arbitrary binary patterns into ordinary color images displayed by unmodified off-the-shelf digital light processing (DLP) projectors. The encoded images are visible only to cameras synchronized with the projectors and exposed for a short interval, while the original images appear only minimally degraded to the human eye. To achieve this goal, we analyze and exploit the micro-mirror modulation pattern used by the projection technology to generate intensity levels for each pixel and color channel. Our real-time embedding process maps the user's original color image values to the nearest values whose camera-perceived intensities are the ones desired by the binary image to be embedded. The color differences caused by this mapping process are compensated by error-diffusion dithering. The non-intrusive nature of our approach allows simultaneous (immersive) display and acquisition under controlled lighting conditions, as defined on a pixel level by the binary patterns. We therefore introduce structured light techniques into human-inhabited mixed and augmented reality environments, where they previously often were too intrusive. Daniel Cotting, Martin Näf, Markus Gross 0001, Henry Fuchs |
ISMAR | 3 |
| 2004 | TUISTER: a tangible UI for hierarchical structuresabstractTangible user interfaces provide access to virtual information through intuitive physical manipulation. However, feedback is mostly provided by displays in the environment instead of the TUI itself. In this paper we describe the design of Tuister, a tangible user interface with multiple embedded displays and sensors. We explain how Tuister can be used to browse and access hierarchical structures and briefly describe the current state of a prototype we're building. Andreas Butz, Markus Gross 0001, Antonio Krüger |
IUI | 2 |
| 2004 | CSG Tree Rendering for Point-Sampled ObjectsabstractThis paper presents an algorithm for rendering of point-sampled CSG models. The approach works with arbitrary CSG trees of surfel models with arbitrary sampling densities. Edges and corners are rendered by reconstructing the involved surfaces separately. The reconstructed surfaces are clipped at intersections. This way, blurring at any magnification is avoided. As opposed to existing methods, which resample surfaces close to object intersections, the proposed approach preserves the original object representation. Since no resampling is needed, dynamic scenes can be handled very flexible. Complex intersections involving any number of objects can be rendered. Martin Wicke, Matthias Teschner, Markus Gross 0001 |
PG | 3 |
| 2004 | Robust Watermarking of Point-Sampled GeometryabstractWe present a new scheme for digital watermarking of point-sampled geometry based on spectral analysis. By extending existing algorithms designed for polygonal data to unstructured point clouds, our method is particularly suited for scanned models, where the watermark can be directly embedded in the raw data obtained from the 3D acquisition device. To handle large data sets efficiently, we apply a fast hierarchical clustering algorithm that partitions the model into a set of patches. Each patch is mapped into the space of eigenfunctions of an approximate Laplacian operator to obtain a decomposition of the patch surface into discrete frequency bands. The watermark is then embedded into the low frequency components to minimize visual artifacts in the model geometry. During extraction, the target model is resampled at optimal resolution using an MLS projection. After extracting a watermark from this model, the corresponding bit stream is analyzed using statistical methods based on correlation. We have applied our method to a number of point-sampled models of different geometric and topological complexity. These experiments show that our watermarking scheme is robust against numerous attacks, including low-pass filtering, resampling, affine transformations, cropping, additive random noise, and combinations of the above. Daniel Cotting, Tim Weyrich, Mark Pauly, Markus Gross 0001 |
SMI | 4 |
| 2004 | Robust Watermarking of Point-Sampled Geometry (Figures 6, 7, 8, 9, 10, 11, 12, 13, and 14)
Daniel Cotting, Tim Weyrich, Mark Pauly, Markus Gross 0001 |
SMI | 4 |
| 2004 | Real-Time Streaming of Point-Based 3D Video
Edouard Lamboray, Stephan Würmlin, Markus Gross 0001 |
VR | 3 |
| 2004 | Colorplate: Real-Time Streaming of Point-Based 3D Video
Edouard Lamboray, Stephan Würmlin, Markus Gross 0001 |
VR | 3 |
| 2004 | 3D video fragments: dynamic point samples for real-time free-viewpoint video
Stephan Würmlin, Edouard Lamboray, Markus Gross 0001 |
Comput. Graph. | 3 |
| 2004 | A state machine for real-time cutting of tetrahedral meshes
Daniel Bielser, Pascal Glardon, Matthias Teschner, Markus Gross 0001 |
Graph. Model. | 4 |
| 2004 | Interaction of fluids with deformable solidsabstractAbstract In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is designed for the use in interactive systems such as virtual surgery simulators where the real‐time interplay of liquids and surrounding tissue is important. In computer graphics, a variety of techniques have been proposed to model liquids and deformable objects at interactive rates. As important as the plausible animation of these substances is the fast and stable modeling of their interaction. The method we describe in this paper models the exchange of momentum between Lagrangian particle‐based fluid models and solids represented by polygonal meshes. To model the solid‐fluid interaction we use virtual boundary particles. They are placed on the surface of the solid objects according to Gaussian quadrature rules allowing the computation of smooth interaction potentials that yield stable simulations. We demonstrate our approach in an interactive simulation environment for fluids and deformable solids. Copyright © 2004 John Wiley & Sons, Ltd. Matthias Müller 0001, Simon Schirm, Matthias Teschner, Bruno Heidelberger, Markus Gross 0001 |
Comput. Animat. Virtual Worlds | 5 |
| 2003 | A State Machine for Real-Time Cutting of Tetrahedral MeshesabstractWe introduce an algorithm that consistently and accurately processes arbitrary intersections in tetrahedral meshes in real-time. The intersection surfaces are modeled up to the current cut tool position at every point in time. Tetrahedra are subdivided by using a progressive method, which inserts the required sub-structures step by step. A state machine tracks the topology of each tetrahedron and controls the progressive subdivision. In order to keep the state machine as small and clear as possible, each topological pattern of a tetrahedral intersection appears only once. These topological patterns are mapped onto the actual case of a tetrahedral intersection by some given transformation operations. The state transitions, which contain the specific subdivision operations, are described in a predefined lookup table, which is written in a simple script language. The handling of reverse movements and possible trembling of the users hand, as well as a recursive continuation of the state machine concept, complement the proposed algorithm. In three examples, covering free form modeling, volume visualization, and surgery simulation, we indicate the large field of applications in which our algorithm can be utilized. Daniel Bielser, Pascal Glardon, Matthias Teschner, Markus Gross 0001 |
PG | 4 |
| 2003 | Signed Distance Transform Using Graphics HardwareabstractThis paper presents a signed distance transform algorithm using graphics hardware, which computes the scalar valued function of the Euclidean distance to a given manifold of co-dimension one. If the manifold is closed and orientable, the distance has a negative sign on one side of the manifold and a positive sign on the other. Triangle meshes are considered for the representation of a two-dimensional manifold and the distance function is sampled on a regular Cartesian grid. In order to achieve linear complexity in the number of grid points, to each primitive we assign a simple polyhedron enclosing its Voronoi cell. Voronoi cells are known to contain exactly all points that lay closest to its corresponding primitive. Thus, the distance to the primitive only has to be computed for grid points inside its polyhedron. Although Voronoi cells partition space, the polyhedrons enclosing these cells do overlap. In regions where these overlaps occur, the minimum of all computed distances is assigned to a grid point. In order to speed up computations, points inside each polyhedron are determined by scan conversion of grid slices using graphics hardware. For this task, a fragment program is used to perform the nonlinear interpolation and minimization of distance values. Christian Sigg, Ronald Peikert, Markus Gross 0001 |
IEEE Visualization | 3 |
| 2003 | The blue-c Distributed Scene GraphabstractWe present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. We demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment. Martin Näf, Edouard Lamboray, Oliver G. Staadt, Markus Gross 0001 |
VR | 4 |
| 2003 | Interactive multimedia streams in distributed applications
Edouard Lamboray, Aaron Zollinger, Oliver G. Staadt, Markus Gross 0001 |
Comput. Graph. | 4 |
| 2003 | Hierarchical and Heterogenous Reactive Agents for Real-Time ApplicationsabstractAbstract We present a generic concept for autonomous agents with reactive behavior based on situation recognition in real‐time environments. Our approach facilitates behavior development through specialization of existing behavior types or weighted multiple inheritance in order to create new types. Additionally, the system allows for the simultaneous generation of hierarchical and semi‐individual group organizations using specification and recursive or modulo‐based patterns. Our framework is designed to support the creation of large numbers of secondary characters with individual and group behavior in simulation environments such as game engines. The engine allows for the specification of a maximal time‐per‐run in order to guarantee a minimal and constant frame‐rate. We demonstrate the usefulness of our approach by various examples with up to hundreds of individuals. Categories and Subject Descriptors (according to ACM CCS): 1.2.11 [Distributed Artificial Intelligence]: Multiagent systems, I.6.7 [Simulation Support Systems]: Environments Christoph Niederberger, Markus Gross 0001 |
Comput. Graph. Forum | 2 |
| 2003 | Multi-scale Feature Extraction on Point-sampled SurfacesabstractAbstract We present a new technique for extracting line‐type features on point‐sampled geometry. Given an unstructuredpoint cloud as input, our method first applies principal component analysis on local neighborhoods toclassify points according to the likelihood that they belong to a feature. Using hysteresis thresholding, we thencompute a minimum spanning graph as an initial approximation of the feature lines. To smooth out the featureswhile maintaining a close connection to the underlying surface, we use an adaptation of active contour models.Central to our method is a multi‐scale classification operator that allows feature analysis at multiplescales, using the size of the local neighborhoods as a discrete scale parameter. This significantly improves thereliability of the detection phase and makes our method more robust in the presence of noise. To illustrate theusefulness of our method, we have implemented a non‐photorealistic point renderer to visualize point‐sampledsurfaces as line drawings of their extracted feature curves. Mark Pauly, Richard Keiser, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2003 | 3D Video Recorder: a System for Recording and Playing Free-Viewpoint VideoabstractAbstract We present the 3D Video Recorder, a system capable of recording, processing, and playing three‐dimensional video from multiple points of view. We first record 2D video streams from several synchronized digital video cameras and store pre‐processed images to disk. An off‐line processing stage converts these images into a time‐varying 3D hierarchical point‐based data structure and stores this 3D video to disk. We show how we can trade‐off 3D video quality with processing performance and devise efficient compression and coding schemes for our novel 3D video representation. A typical sequence is encoded at less than 7 Mbps at a frame rate of 8.5 frames per second. The 3D video player decodes and renders 3D videos from hard‐disk in real‐time, providing interaction features known from common video cassette recorders, like variable‐speed forward and reverse, and slow motion. 3D video playback can be enhanced with novel 3D video effects such as freeze‐and‐rotate and arbitrary scaling. The player builds upon point‐based rendering techniques and is thus capable of rendering high‐quality images in real‐time. Finally, we demonstrate the 3D Video Recorder on multiple real‐life video sequences. ACM CSS: I.3.2 Computer Graphics—Graphics Systems, I.3.5 Computer Graphics—Computational Geometry and Object Modelling, I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism Stephan Würmlin, Edouard Lamboray, Oliver G. Staadt, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2003 | blue-c: a spatially immersive display and 3D video portal for telepresenceabstractWe present blue-c , a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a CAVE™-like environment, creating the impression of total immersion. The blue-c portal currently consists of three rectangular projection screens that are built from glass panels containing liquid crystal layers. These screens can be switched from a whitish opaque state (for projection) to a transparent state (for acquisition), which allows the video cameras to "look through" the walls. Our projection technology is based on active stereo using two LCD projectors per screen. The projectors are synchronously shuttered along with the screens, the stereo glasses, active illumination devices, and the acquisition hardware. From multiple video streams, we compute a 3D video representation of the user in real time. The resulting video inlays are integrated into a networked virtual environment. Our design is highly scalable, enabling blue-c to connect to portals with less sophisticated hardware. Markus Gross 0001, Stephan Würmlin, Martin Näf, Edouard Lamboray, Christian P. Spagno, Andreas M. Kunz, Esther Koller-Meier, Tomás Svoboda, Luc Van Gool, Silke Lang, Kai Strehlke, Andrew Vande Moere, Oliver G. Staadt |
ACM Trans. Graph. | 1 |
| 2003 | Shape modeling with point-sampled geometryabstractWe present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models. Mark Pauly, Richard Keiser, Leif Kobbelt, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2002 | The Light Field OracleabstractWe present the light field oracle, a novel mathematical concept for the acquisition, processing and representation of light fields. We first compute a hierarchical representation from a set of sparse image samples using a combination of wavelet transform and scattered data interpolation. The light field oracle then progressively acquires image data and selectively refines this initial representation. By comparing the actual input image to the corresponding reconstruction from the wavelet pyramid, the oracle dynamically decides on whether the new sample is needed and, if necessary, inserts it into the representation. Our incremental update scheme exploits the spatial localization of wavelets and allows for highly efficient image decomposition. Likewise, image reconstruction for rendering is computed locally in the wavelet domain and does not require a global inverse transform. The wavelet hierarchy along with fast decomposition and rendering operators constitutes a powerful mathematical framework also amenable to compression. Reto Lütolf, Bernt Schiele, Markus Gross 0001 |
PG | 3 |
| 2002 | 3D Video RecorderabstractWe present the 3D video recorder, a system capable of recording, processing, and playing three-dimensional video from multiple points of view. We first record 2D video streams from several synchronized digital video cameras and store pre-processed images to disk. An off-line processing stage converts these images into a time-varying three-dimensional hierarchical point-based data structure and stores this 3D video to disk. We show how we can trade-off 3D video quality with processing performance and devise efficient compression and coding schemes for our novel 3D video representation. A typical sequence is encoded at less than 7 megabits per second at a frame rate of 8.5 frames per second. The 3D video player decodes and renders 3D videos from hard-disk in real-time, providing interaction features known from common video cassette recorders, like variable-speed forward and reverse, and slow motion. 3D video playback can be enhanced with novel 3D video effects such as freeze-and-rotate and arbitrary scaling. The player builds upon point-based rendering techniques and is thus capable of rendering high-quality images in real-time. Finally, we demonstrate the 3D video recorder on multiple real-life video sequences. Stephan Würmlin, Edouard Lamboray, Oliver G. Staadt, Markus Gross 0001 |
PG | 4 |
| 2002 | Efficient Simplification of Point-Sampled SurfacesabstractWe introduce, analyze and quantitatively compare a number of surface simplification methods for point-sampled geometry. We have implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density. All these methods work directly on the point cloud, requiring no intermediate tesselation. We show how local variation estimation and quadric error metrics can be employed to diminish the approximation error and concentrate more samples in regions of high curvature. To compare the quality of the simplified surfaces, we have designed a new method for computing numerical and visual error estimates for point-sampled surfaces. Our algorithms are fast, easy to implement, and create high-quality surface approximations, clearly demonstrating the effectiveness of point-based surface simplification. Mark Pauly, Markus Gross 0001, Leif Kobbelt |
IEEE Visualization | 2 |
| 2002 | Spatialized audio rendering for immersive virtual environmentsabstractWe present a spatialized audio rendering system for the use in immersive virtual environments. The system is optimized for rendering a sufficient number of dynamically moving sound sources in multi-speaker environments using off-the-shelf audio hardware. Based on simplified physics-based models, we achieve a good trade-off between audio quality, spatial precision, and performance. Convincing acoustic room simulation is accomplished by integrating standard hardware reverberation devices as used in the professional audio and broadcast community. We elaborate on important design principles for audio rendering as well as on practical implementation issues. Moreover, we describe the integration of the audio rendering pipeline into a scene graph-based virtual reality toolkit. Martin Näf, Oliver G. Staadt, Markus Gross 0001 |
VRST | 3 |
| 2002 | Pointshop 3D: an interactive system for point-based surface editingabstractWe present a system for interactive shape and appearance editing of 3D point-sampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to alter shape and appearance of 3D point models, including cleaning, texturing, sculpting, carving, filtering, and resampling. One key ingredient of our framework is a novel concept for interactive point cloud parameterization allowing for distortion minimal and aliasing-free texture mapping. A second one is a dynamic, adaptive resampling method which builds upon a continuous reconstruction of the model surface and its attributes. These techniques allow us to transfer the full functionality of 2D image editing operations to the irregular 3D point setting. Our system reads, processes, and writes point-sampled models without intermediate tesselation. It is intended to complement existing low cost 3D scanners and point rendering pipelines for efficient 3D content creation. Matthias Zwicker, Mark Pauly, Oliver Knoll, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2002 | EWA SplattingabstractWe present a framework for high quality splatting based on elliptical Gaussian kernels. To avoid aliasing artifacts, we introduce the concept of a resampling filter, combining a reconstruction kernel with a low-pass filter. Because of the similarity to Heckbert's (1989) EWA (elliptical weighted average) filter for texture mapping, we call our technique EWA splatting. Our framework allows us to derive EWA splat primitives for volume data and for point-sampled surface data. It provides high image quality without aliasing artifacts or excessive blurring for volume data and, additionally, features anisotropic texture filtering for point-sampled surfaces. It also handles nonspherical volume kernels efficiently; hence, it is suitable for regular, rectilinear, and irregular volume datasets. Moreover, our framework introduces a novel approach to compute the footprint function, facilitating efficient perspective projection of arbitrary elliptical kernels at very little additional cost. Finally, we show that EWA volume reconstruction kernels can be reduced to surface reconstruction kernels. This makes our splat primitive universal in rendering surface and volume data. Matthias Zwicker, Hanspeter Pfister, Jeroen van Baar, Markus Gross 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2001 | Processing and Rendering of Point Sampled GeometryabstractWithin the history of computer graphics a plenitude of sophisticated surface representations and graphics primitives have been devised, including splines, implicit surfaces, or hierarchical approaches. All of these methods aim at facilitating the creation, processing and display of graphics models with increasingly complex shape or surface detail. In spite of the sophistication of these methods the triangle has survived over decades as the major graphics primitive meeting a right balance between descriptive power and computational effort. As a consequence, today’s consumer graphics hardware is mostly tailored to high performance triangle processing. In addition, an upcoming repertoire of powerful geometric processing methods seems to foster the concept of triangle meshes for graphics modeling. In recent years, the emergence of affordable 3D scanning devices along with the demand for ever more geometric detail and rich organic shapes has created the need to process and render very large point sampled models efficiently. At data sizes where triangle based methods approach their limits point representations are receiving a growing attention. Unlike triangles, points have largely been neglected as a graphics primitive. Although being included in many APIs, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry. In this talk, I will introduce point samples as a versatile graphics primitive and present concepts for the acquisition, processing and rendering of large point sets. The first part of the talk discusses low-cost scanning devices and algorithms being used to reconstruct 3D point clouds from video image sequences. Powerful PC clusters allow for the real-time computation of the underlying image processing algorithms. Such concepts have been used within the ETH blue-c1 collaborative virtual environment. After the acquisition of raw point samples sophisticated postprocessing techniques are required to clean, denoise, enhance, or smooth the data. The second part of this talk presents our latest concepts for generalizing Fourier transforms to point sampled geometry. The method constitutes a partitioning of the point set and computes a local spectral decomposition for each patch using the FFT. The notion of frequency gives us access to a rich repertoire of signal processing methods including lowpass or highpass filtering, spectral estimation and resampling. The third part of my talk is dedicated to the concepts we developed for high performance rendering of point sampled geometry. A hierarchical data structure, called LDC tree stores point samples and renders them progressively. Holes, as appearing due to insufficient sampling, have to be detected and filled using image space filtering. Each point stores color values representing real or artificial texture information. The irregularity of the point sampling patterns on the object surface makes texture filtering and mip map computation highly nontrivial. The presented journey through point processing methods will demonstrate that point sets are a meaningful alternative concept complementing traditional triangle representations. 1 Find web resources at: blue-c.ethz.ch graphics.ethz.ch Proceedings of the 9th Pacific Conference on Computer Graphics and Applications (PG’01) 0-7695-1227-5/02 $17.00 © 2001 IEEE Markus Gross 0001 |
PG | 1 |
| 2001 | Spectral processing of point-sampled geometryabstractWe present a new framework for processing point-sampled objects using spectral methods. By establishing a concept of local frequencies on geometry, we introduce a versatile spectral representation that provides a rich repository of signal processing algorithms. Based on an adaptive tesselation of the model surface into regularly resampled displacement fields, our method computes a set of windowed Fourier transforms creating a spectral decomposition of the model. Direct analysis and manipulation of the spectral coefficients supports effective filtering, resampling, power spectrum analysis and local error control. Our algorithms operate directly on points and normals, requiring no vertex connectivity information. They are computationally efficient, robust and amenable to hardware acceleration. We demonstrate the performance of our framework on a selection of example applications including noise removal, enhancement, restoration and subsampling. Mark Pauly, Markus Gross 0001 |
SIGGRAPH | 2 |
| 2001 | Surface splattingabstractModern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity. It is based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter. Our rigorous mathematical analysis extends the texture resampling framework of Heckbert to irregularly spaced point samples. To render the points, we develop a surface splat primitive that implements the screen space EWA filter. Moreover, we show how to optimally sample image and procedural textures to irregular point data during pre-processing. We also compare the optimal algorithm with a more efficient view-independent EWA pre-filter. Surface splatting makes the benefits of EWA texture filtering available to point-based rendering. It provides high quality anisotropic texture filtering, hidden surface removal, edge anti-aliasing, and order-independent transparency. Matthias Zwicker, Hanspeter Pfister, Jeroen van Baar, Markus Gross 0001 |
SIGGRAPH | 4 |
| 2001 | Multiresolution Feature Extraction from Unstructured MeshesabstractWe present a framework to extract mesh features from unstructured two-manifold surfaces. Our method computes a collection of piecewise linear curves describing the salient features of surfaces, such as edges and ridge lines. We extend these basic techniques to a multiresolution setting which improves the quality of the results and accelerates the extraction process. The extraction process is semi-automatic, that is, the user is required to input a few control parameters and to select the operators to be applied to the input surface. Our mesh feature extraction algorithm can be used as a preprocessor for a variety of applications in geometric modeling including mesh fairing, subdivision and simplification. Andreas Hubeli, Markus Gross 0001 |
IEEE Visualization | 2 |
| 2001 | EWA Volume SplattingabstractIn this paper we present a novel framework for direct volume rendering using a splatting approach based on elliptical Gaussian kernels. To avoid aliasing artifacts, we introduce the concept of a resampling filter combining a reconstruction with a low-pass kernel. Because of the similarity to Heckbert's EWA (elliptical weighted average) filter for texture mapping we call our technique EWA volume splatting. It provides high image quality without aliasing artifacts or excessive blurring even with non-spherical kernels. Hence it is suitable for regular, rectilinear, and irregular volume data sets. Moreover, our framework introduces a novel approach to compute the footprint function. It facilitates efficient perspective projection of arbitrary elliptical kernels at very little additional cost. Finally, we show that EWA volume reconstruction kernels can be reduced to surface reconstruction kernels. This makes our splat primitive universal in reconstructing surface and volume data. Matthias Zwicker, Hanspeter Pfister, Jeroen van Baar, Markus Gross 0001 |
IEEE Visualization | 4 |
| 2001 | Are Points the Better Graphics Primitives?abstractSince the early days of graphics the computer based representation of three-dimensional geometry has been one of the core research fields. Today, various sophisticated geometric modelling techniques including NURBS or implicit surfaces allow the creation of 3D graphics models with increasingly complex shape. In spite of these methods the triangle has survived over decades as the king of graphics primitives meeting the right balance between descriptive power and computational burden. As a consequence, today’s consumer graphics hardware is heavily tailored for high performance triangle processing. In addition, a new generation of geometry processing methods including hierarchical representations, geometric filtering, or feature detection fosters the concept of triangle meshes for graphics modelling. Unlike triangles, points have amazingly been neglected as a graphics primitive. Although being included in APIs since many years, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a mere discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry. This talk will give an overview of how recent research results in the processing of triangles and points are changing our traditional way of thinking of surface representations in computer graphics - and will discuss the question: Are Points the Better Graphics Primitives? Markus Gross 0001 |
Comput. Graph. Forum | 1 |
| 2001 | Raytracing Triangular Bézier PatchesabstractWe present a new approach to finding ray–patch intersections with triangular Bernstein–Bézier patches of arbitrary degree. This paper extends and complements on the short presentation17 . Unlike a previous approach which was based on a combination of hierarchical subdivision and a Newton–like iteration scheme21 , this work adapts the concept of Bézier clipping to the triangular domain. The problem of reporting wrong intersections, inherent to the original Bézier clipping algorithm14 , is inves-tigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular set–up. A combination of Bézier clipping and a simple hierarchy of nested bounding volumes offers a reliable and accurate solution to the problem of ray tracing triangular Bézier patches. Samuel Hans Martin Roth, Patrick Diezi, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2001 | Multiresolution Methods for Nonmanifold ModelsabstractThe concept of fairing applied to triangular meshes with irregular connectivity has become more and more important. Previous contributions proposed a variety of fairing operators for manifolds and applied them to the design of multi-resolution representations and editing tools for meshes. In this paper, we generalize these powerful techniques to handle non-manifold models. We propose a method to construct fairing operators for non-manifolds which is based on standard operators for the manifold setting. Furthermore, we describe novel approaches to guarantee volume preservation. We introduce various multi-resolution techniques that allow us to represent, smooth and edit non-manifold models efficiently. Finally, we discuss a semi-automatic feature preservation strategy to retain important model information during the fairing process. Andreas Hubeli, Markus Gross 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2000 | Interactive Simulation of Surgical CutsabstractWe present a framework for the interactive simulation of surgical cuts such as being practiced in surgical treatment. Unlike most existing methods our framework is based on tetrahedral volume meshes providing more topological flexibility. In order to keep the representation consistent we apply adaptive subdivision schemes dynamically during the simulation. The detection of collisions between the surgical tool and the tissue is accomplished by using an axis aligned bounding box hierarchy which was adapted for deformable objects. For haptic rendering and feedback, we devised a mechanical scalpel model which accounts for the most important interaction forces between scalpel and tissue. The relaxation is computed using a localized, semi-implicit ODE solver. The achieved quality and performance of the presented framework is demonstrated using a human soft tissue model. 1 Introduction and Related Work Over the past years surgery simulation has emerged as an fascinating field of research of... Daniel Bielser, Markus Gross 0001 |
PG | 2 |
| 2000 | Triangular Bézier ClippinabstractIntroduces a new approach to finding ray-patch intersections with triangular Bernstein-Bezier patches of arbitrary degree. Unlike the approach of W.Sturzlinger (1998), which was based on a combination of hierarchical subdivision and a Newton-like iteration scheme, this work extends the concept of Bezier clipping to the triangular domain. The problem of reporting wrong intersections, which was inherent to the original Bezier clipping algorithm of T. Nishita et al. (1990), is investigated and opposed to the triangular case. It turns out that reporting wrong hits is very improbable, even close to impossible, in the triangular setup. Samuel Hans Martin Roth, Patrick Diezi, Markus Gross 0001 |
PG | 3 |
| 2000 | Surfels: surface elements as rendering primitivesabstractSurface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit connectivity. Surfel attributes comprise depth, texture color, normal, and others. As a pre-process, an octree-based surfel representation of a geometric object is computed. During sampling, surfel positions and normals are optionally perturbed, and different levels of texture colors are prefiltered and stored per surfel. During rendering, a hierarchical forward warping algorithm projects surfels to a z-buffer. A novel method called visibility splatting determines visible surfels and holes in the z-buffer. Visible surfels are shaded using texture filtering, Phong illumination, and environment mapping using per-surfel normals. Several methods of image reconstruction, including supersampling, offer flexible speed-quality tradeoffs. Due to the simplicity of the operations, the surfel rendering pipeline is amenable for hardware implementation. Surfel objects offer complex shape, low rendering cost and high image quality, which makes them specifically suited for low-cost, real-time graphics, such as games. Hanspeter Pfister, Matthias Zwicker, Jeroen van Baar, Markus Gross 0001 |
SIGGRAPH | 4 |
| 2000 | Fairing of non-manifolds for visualizationabstractThe concept of fairing applied to irregular triangular meshes has become more and more important. Previous contributions constructed better fairing operators, and applied them both to multiresolution editing tools and to multiresolution representations of meshes. The authors generalize these powerful techniques to handle non-manifold models. Our framework computes a multilevel fairing of models by fairing both the two-manifold surfaces that define the model, the so-called two-features, and all the boundary and intersection curves of the model, the so-called one-features. In addition we introduce two extensions that can be used in our framework as well as in manifold fairing concepts: an exact local volume preservation strategy and a method for feature preservation. Our framework works with any of the manifold fairing operators for meshes. Andreas Hubeli, Markus Gross 0001 |
IEEE Visualization | 2 |
| 2000 | H-BLOB: a hierarchical visual clustering method using implicit surfacesabstractWe present a new hierarchical clustering and visualization algorithm called H-BLOB, which groups and visualizes cluster hierarchies at multiple levels-of-detail. Our method is fundamentally different to conventional clustering algorithms, such as C-means, K-means, or linkage methods that are primarily designed to partition a collection of objects into subsets sharing similar attributes. These approaches usually lack an efficient level-of-detail strategy that breaks down the visual complexity of very large datasets for visualization. In contrast, our method combines grouping and visualization in a two stage process constructing a hierarchical setting. In the first stage a cluster tree is computed making use of an edge contraction operator. Exploiting the inherent hierarchical structure of this tree, a second stage visualizes the clusters by computing a hierarchy of implicit surfaces. We believe that H-BLOB is especially suited for the visualization of very large datasets and for visual decision making in information visualization. The versatility of the algorithm is demonstrated using examples from visual data mining. Thomas C. Sprenger, R. Brunella, Markus Gross 0001 |
IEEE Visualization | 3 |
| 2000 | Construction of multiresolution triangular B-spline surfaces using hexagonal filters
A. Dreger, Markus Gross 0001, J. Schlegel |
Vis. Comput. | 2 |
| 1999 | Interactive Cuts through 3-Dimensional Soft TissueabstractWe describe a physically based framework for interactive modeling and cutting of 3‐dimensional soft tissue that can be used for surgery simulation. Unlike existing approaches which are mostly designed for tensorproduct grids our methods operate on tetrahedral decompositions giving more topological and geometric flexibility for the efficient modeling of complex anatomical structures. We start from an initial tetrahedralization such as being provided by any conventional meshing method. In order to track topological changes tetrahedra intersected by the virtual scalpel are split into substructures whose connectivity follows the trajectory of the cut, which can be arbitrary. For the efficient computation of collisions between the scalpel and individual tetrahedra we devised a local collision detection algorithm. The underlying physics is approximated through masses and springs attached to each tetrahedral vertex and edge. A hierarchical Runge‐Kutta iteration computes the relaxation of the system by traversing the designed data structures in a breadth‐first order. The framework includes a force‐feedback interface and uses real‐time texture mapping to enhance the visual realism. Daniel Bielser, Volker A. Maiwald, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 1999 | Compression methods for visualization
Markus Gross 0001, Lars Lippert, Oliver G. Staadt |
Future Gener. Comput. Syst. | 1 |
| 1998 | Multiresolution Triangular B-Spline SurfacesabstractWe present multiresolution B-spline surfaces of arbitrary order defined over triangular domains. Unlike existing methods, the basic idea of our approach is to construct the triangular basis functions from their tensor product relatives in the spirit of box splines by projecting them into the barycentric plane. The scheme works for splines of any order where the fundamental building blocks of the surface are hierarchies of triangular B-spline scaling functions and wavelets spanning the complement spaces between levels of different resolution. Although our decomposition and reconstruction schemes operate in principle on a tensor product grid in 3D, the sparsity of the arrangement enables us to design efficient linear time algorithms. The resulting basis functions are used to approximate triangular surfaces and provide many useful properties, such as multiresolution editing, local level of detail, continuity control, surface compression and much more. The performance of our approach is illustrated by various examples including parametric and nonparametric surface editing and compression. A. Dreger, Markus Gross 0001, J. Schlegel |
Computer Graphics International | 2 |
| 1998 | Progressive tetrahedralizationsabstractThe paper describes some fundamental issues for robust implementations of progressively refined tetrahedralizations generated through sequences of edge collapses. We address the definition of appropriate cost functions and explain on various tests which are necessary to preserve the consistency of the mesh when collapsing edges. Although considered a special case of progressive simplicial complexes (J. Popovic and H. Hoppe, 1997), the results of our method are of high practical importance and can be used in many different applications, such as finite element meshing, scattered data interpolation, or rendering of unstructured volume data. Oliver G. Staadt, Markus Gross 0001 |
IEEE Visualization | 2 |
| 1998 | Emotion Editing using Finite ElementsabstractThis paper describes the prototype of a facial expression editor. In contrast to existing systems the presented editor takes advantage of both medical data for the simulation and the consideration of facial anatomy during the definition of muscle groups. The Cl‐continuous geometry and the high degree of abstraction for the expression editing sets this system apart from others. Using finite elements we achieve a better precision in comparison to particle systems. Furthermore, a precomputing of facial action units enables us to compose facial expressions by a superposition of facial action geometries in real‐time. The presented model is based on a generic facial model using a thin plate and membrane approach for the surface and elastic springs for facial tissue modeling. It has been used successfully for performing facial surgery simulation. We illustrate features of our system with examples from the Visible Human Dataset.™ Rolf M. Koch, Markus Gross 0001, Albert Bosshard |
Comput. Graph. Forum | 2 |
| 1998 | A Bernstein-Bézier Based Approach to Soft Tissue SimulationabstractThis paper discusses a Finite Element approach for volumetric soft tissue modeling in the context of facial surgery simulation. We elaborate on the underlying physics and address some computational aspects of the finite element discretization. In contrast to existing approaches speed is not our first concern, but we strive for the highest possible accuracy of simulation. We therefore propose an extension of linear elasticity towards incompressibility and nonlinear material behavior, in order to describe the complex properties of human soft tissue more accurately. Furthermore, we incorporate higher order interpolation functions using a Bernstein‐Bézier formulation, which has various advantageous properties, such as its integral polynomial form of arbitrary degree, efficient subdivision schemes, and suitability for geometric modeling and rendering. In addition, the use of tetrahedral Finite Elements does not put any restriction on the geometry of the simulated volumes. Experimental results obtained from a synthetic block of soft tissue and from the Visible Human Data Set illustrate the performance of the envisioned model. Samuel Hans Martin Roth, Markus Gross 0001, Silvio Turello, Friedrich R. Carls |
Comput. Graph. Forum | 2 |
| 1997 | Multiresolution compression and reconstructionabstractThe paper presents a framework for multiresolution compression and geometric reconstruction of arbitrarily dimensioned data designed for distributed applications. Although being restricted to uniform sampled data, the versatile approach enables the handling of a large variety of real world elements. Examples include nonparametric, parametric and implicit lines, surfaces or volumes, all of which are common to large scale data sets. The framework is based on two fundamental steps: compression is carried out by a remote server and generates a bit-stream transmitted over the underlying network. Geometric reconstruction is performed by the local client and renders a piecewise linear approximation of the data. More precisely, the compression scheme consists of a newly developed pipeline starting from an initial B-spline wavelet precoding. The fundamental properties of wavelets allow progressive transmission and interactive control of the compression gain by means of global and local oracles. In particular the authors discuss the problem of oracles in semiorthogonal settings and propose sophisticated oracles to remove unimportant coefficients. In addition, geometric constraints such as boundary lines can be compressed in a lossless manner and are incorporated into the resulting bit-stream. The reconstruction pipeline performs a piecewise adaptive linear approximation of data using a fast and easy to use point removal strategy which works with any subsequent triangulation technique. Oliver G. Staadt, Markus Gross 0001, Roger Weber |
IEEE Visualization | 2 |
| 1997 | Two methods for wavelet-based volume rendering
Markus Gross 0001, Lars Lippert, R. Dittrich, S. Häring |
Comput. Graph. | 1 |
| 1997 | Compression Domain Volume Rendering for Distributed EnvironmentsabstractThis paper describes a method for volume data compression and rendering which bases on wavelet splats. The underlying concept is especially designed for distributed and networked applications, where we assume a remote server to maintain large scale volume data sets, being inspected, browsed through and rendered interactively by a local client. Therefore, we encode the server’s volume data using a newly designed wavelet based volume compression method. A local client can render the volumes immediately from the compression domain by using wavelet footprints, a method proposed earlier. In addition, our setup features full progression, where the rendered image is refined progressively as data comes in. Furthermore, framerate constraints are considered by controlling the quality of the image both locally and globally depending on the current network bandwidth or computational capabilities of the client. As a very important aspect of our setup, the client does not need to provide storage for the volume data and can be implemented in terms of a network application. The underlying framework enables to exploit all advantageous properties of the wavelet transform and forms a basis for both sophisticated lossy compression and rendering. Although coming along with simple illumination and constant exponential decay, the rendering method is especially suited for fast interactive inspection of large data sets and can be supported easily by graphics hardware. Lars Lippert, Markus Gross 0001, C. Kurmann |
Comput. Graph. Forum | 2 |
| 1996 | Simulating Facial Surgery Using Finite Element ModelsabstractThis paper describes a prototype system for surgical planning and prediction of human facial shape after craniofacial and maxillofacial surgery for patients with facial deformities.For this purpose it combines, unifies, and extends various methods from geometric modeling, finite element analysis, and image processing to render highly realistic 3D images of the post surgical situation.The basic concept of the system is to join advanced geometric modeling and animation systems such as Alias with a special purpose finite element model of the human face developed under AVS.In contrast to existing facial models we acquire facial surface and soft tissue data both from photogrammetric and CT scans of the individual.After initial data preprocessing, reconstruction, and registration, a finite element model of the facial surface and soft tissue is provided which is based on triangular finite elements.Stiffness parameters of the soft tissue are computed using segmentations of the underlying CT data.All interactive procedures such as bone and soft tissue repositioning are performed under the guidance of the modeling system which feeds the processed geometry into the FEM solver.The resulting shape is generated from minimizing the global energy of the surface under the presence of external forces.Photorealistic pictures are obtained from rendering the facial surface with the advanced animation system on which this prototype is built.Although we do not claim any of the presented algorithms themselves to be new, the synthesis of several methods offers a new facial model quality.Our concept is a significant extension to existing ones and, due to its versatility, can be employed in different applications such as facial animation, facial reconstruction, or the simulation of aging.We illustrate features of our system with some examples from the Visible Human Data Set. Rolf M. Koch, Markus Gross 0001, Friedrich R. Carls, Daniel F. von Büren, George Fankhauser, Yoav I. H. Parish |
SIGGRAPH | 2 |
| 1996 | Efficient Triangular Surface Approximations Using Wavelets and Quadtree Data StructuresabstractWe present a method for adaptive surface meshing and triangulation which controls the local level of detail of the surface approximation by local spectral estimates. These estimates are determined by a wavelet representation of the surface data. The basic idea is to decompose the initial data set by means of an orthogonal or semi orthogonal tensor product wavelet transform (WT) and to analyze the resulting coefficients. In surface regions, where the partial energy of the resulting coefficients is low, the polygonal approximation of the surface can be performed with larger triangles without losing too much fine grain details. However, since the localization of the WT is bound by the Heisenberg principle, the meshing method has to be controlled by the detail signals rather than directly by the coefficients. The dyadic scaling of the WT stimulated us to build an hierarchical meshing algorithm which transforms the initially regular data grid into a quadtree representation by rejection of unimportant mesh vertices. The optimum triangulation of the resulting quadtree cells is carried out by selection from a look up table. The tree grows recursively as controlled by detail signals which are computed from a modified inverse WT. In order to control the local level of detail, we introduce a new class of wavelet space filters acting as "magnifying glasses" on the data. We show that our algorithm performs a low algorithmic complexity, so that surface meshing can be achieved at interactive rates, such as required by flight simulators, however, other applications are possible as well. Markus Gross 0001, Oliver G. Staadt, Roger Gatti |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1996 | An approach to computer-supported cartooning
Joaquim Madeira, André Stork, Markus Gross 0001 |
Vis. Comput. | 3 |
| 1995 | Fast Multiresolution Surface MeshingabstractPresents a new method for adaptive surface meshing and triangulation which controls the local level-of-detail of the surface approximation by local spectral estimates. These estimates are determined by a wavelet representation of the surface data. The basic idea is to decompose the initial data set by means of an orthogonal or semi-orthogonal tensor product wavelet transform (WT) and to analyze the resulting coefficients. In surface regions where the partial energy of the resulting coefficients is low, the polygonal approximation of the surface can be performed with larger triangles without losing too much fine-grain detail. However, since the localization of the WT is bound by the Heisenberg principle, the meshing method has to be controlled by the detail signals rather than directly by the coefficients. The dyadic scaling of the WT stimulated us to build a hierarchical meshing algorithm which transforms the initially regular data grid into a quadtree representation by rejection of unimportant mesh vertices. The optimum triangulation of the resulting quadtree cells is carried out by selection from a look-up table. The tree grows recursively, as controlled by the detail signals, which are computed from a modified inverse WT. In order to control the local level-of-detail, we introduce a new class of wavelet space filters acting as "magnifying glasses" on the data. Markus Gross 0001, Roger Gatti, Oliver G. Staadt |
IEEE Visualization | 1 |
| 1995 | A new method to approximate the volume-rendering equation using wavelet bases and piecewise polynomials
Markus Gross 0001, Lars Lippert, A. Dreger, Rolf M. Koch |
Comput. Graph. | 1 |
| 1995 | Fast Wavelet Based Volume Rendering by Accumulation of Transparent Texture MapsabstractAbstract In the following paper, a new method for fast and accurate volume intensity and color integration is elaborated, which employs wavelet decompositions and texture mapping. At this point, it comprises and unifies the advantages of recently introduced Fourier domain volume rendering techniques and wavelet based volume rendering. Specifically, the method computes analytic solutions of the ray intensity integral through a single wavelet by slicing its Fourier transform and by backprojecting it into the spatial domain. The resulting slices can be considered as RGB textures where R, G and B account for the decomposed volume color function. Due to the similarity of the basis functions, the computation of the texture map has to be figured out only once for each 3D mother wavelet. Hence, the final volume rendering procedure turns out to be a superposition of self–similar, transparent and colored textures, which is supported by modern hardware accumulation buffers. Linear shading and attenuation can be introduced by modifications of the wavelet's Fourier transform. The main advantages of this method are the provision of accurate solutions and quantification of error bounds, the absence of any expensive prefiltering and the independence of the computational costs from the image resolution. Furthermore, any required discretization, such as the resolution of the basis textures is defined within the computational framework of the wavelet transform. The method is not restricted to a specific type of wavelet unless is provides an analytic Fourier description, such as any B–spline wavelets do. Lars Lippert, Markus Gross 0001 |
Comput. Graph. Forum | 2 |
| 1995 | Visualization of Multidimensional Shape and Texture Features in Laser Range Data Using Complex-Valued Gabor WaveletsabstractThe paper describes a new method for visualization and analysis of multivariate laser range data using complex valued non orthogonal Gabor wavelets (D. Gabor, 1946), principal component analysis and a topological mapping network. The initial data set that provides both shape and texture information is encoded in terms of both amplitude and phase of a complex valued 2D image function. A set of carefully designed oriented Gabor filters performs a decomposition of the data and allows for retrieving local shape and texture features. The feature vector obtained from this method is multidimensional and in order to evaluate similar data features, further subspace methods to transform the data onto visualizable attributes, such as R, G, B, have to be determined. For this purpose, a feature based visualization pipeline is proposed consisting of principal component analysis, normalization and a topological mapping network. This process finally renders a R,G,B subspace representation of the multidimensional feature vector. Our method is primarily applied to the visual analysis of features in human faces but is not restricted to that.> Markus Gross 0001, Rolf M. Koch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 1994 | Multiscale Image Texture Analysis in Wavelet SpacesabstractThe paper describes a new method for texture feature extraction and analysis in images using wavelet transform (WT), KL-expansion and Kohonen maps. For this purpose, the authors first apply a global wavelet transform on the initial image. Due to the localization properties of the WT both in the spatial and in the frequency domain it is possible to describe the local texture features in the surroundings of any pixel by a set of respective wavelet coefficients. This is accomplished by a local traversal of the wavelet pyramid and finally results in the feature vector required. Since the localization is limited by Heisenberg's uncertainty principle one must approximate the single coefficients for each pixel by piecewise linear interpolation. Once the feature vector is derived from the WT, further steps in the analysis pipeline perform decorrelation, normalization and finally clustering and supervised classification. In contrast to many related wavelet-based approaches, that usually apply different WTs on every texture sample and classify based on means derived from the former, the present method especially accounts for many real world applications. In those cases there are not usually large coherent texture regions that allow separated treatment. Moreover the approach employs a global WT and then stresses the local properties of the basis functions to identify local areas of interest from the initial image, as for instance training areas. The authors illustrate the efficiency of the method by classifying different real world textures with LVQ classifiers.> Markus Gross 0001, Rolf M. Koch, Lars Lippert, A. Dreger |
ICIP (3) | 1 |
| 1993 | Visualization of multidimensional image data sets using a neural network
Markus Gross 0001, Frank Seibert |
Vis. Comput. | 1 |
| 1992 | Image analysis for advertisement purposes: A computational model of visual perception
Markus Gross 0001 |
Comput. Graph. | 1 |
| 1991 | The analysis of visibility - Environmental interactions between computer graphics, physics, and physiology
Markus Gross 0001 |
Comput. Graph. | 1 |