Matthias Zwicker

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109ranked-venue papers
9as first author
29since 2021 · last 2026
0000-0001-8630-5515ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 97 · 8 first-author · 23 since 2021Artificial intelligence and machine learning · 30 · 14 since 2021Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 NARVis: Neural Accelerated Rendering for Real-Time Scientific Point Cloud Visualization
abstract
Exploring scientific datasets with billions of samples in real-time visualization presents a challenge - balancing high-fidelity rendering with speed. This work introduces a neural accelerated renderer, NARVis, that uses the neural deferred rendering framework to visualize large-scale scientific point cloud data. NARVis augments a real-time point cloud rendering pipeline with high-quality neural post-processing, making the approach ideal for interactive visualization at scale. Specifically, we render the multi-attribute point cloud using a high-performance multi-attribute rasterizer and train a neural renderer to capture the desired post-processing effects from a conventional high-quality renderer. NARVis is effective in visualizing complex multidimensional Lagrangian flow fields and photometric scans of a large terrain as compared to the state-of-the-art high-quality renderers. Extensive evaluations demonstrate that NARVis prioritizes speed and scalability while retaining high visual fidelity. We achieve competitive frame rates of $>$126 fps for interactive rendering of $>$350M points (i.e., an effective throughput of $>$44 billion points per second) using ~12 GB of memory on RTX 2080 Ti GPU. Furthermore, NARVis is generalizable across different point clouds with similar visualization needs and the desired post-processing effects could be obtained with substantial high quality even at lower resolutions of the original point cloud, further reducing the memory requirements.
Srinidhi Hegde, Kaur Kullman, Thomas Grubb, Leslie Lait, Stephen Guimond, Matthias Zwicker
PacificVis6
2025 Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives
abstract
3D Gaussian Splatting (3D-GS) is a recent 3D scene reconstruction technique that enables real-time rendering of novel views by modeling scenes as parametric point clouds of differentiable 3D Gaussians. However, its rendering speed and model size still present bottlenecks, especially in resource-constrained settings. In this paper, we identify and address two key inefficiencies in 3D-GS to substantially improve rendering speed. These improvements also yield the ancillary benefits of reduced model size and training time. First, we optimize the rendering pipeline to precisely localize Gaussians in the scene, boosting rendering speed without altering visual fidelity. Second, we introduce a novel pruning technique and integrate it into the training pipeline, significantly reducing model size and training time while further raising rendering speed. Our Speedy-Splat approach combines these techniques to accelerate average rendering speed by a drastic 6.71× across scenes from the Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets. Code and additional visualizations are available at https://speedysplat.github.io/.
Alex Hanson 0002, Allen Tu, Geng Lin, Vasu Singla, Matthias Zwicker, Tom Goldstein
CVPR5
2025 PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting
abstract
Recent advances in novel view synthesis have enabled real-time rendering speeds with high reconstruction accuracy. 3D Gaussian Splatting (3D-GS), a foundational point-based parametric 3D scene representation, models scenes as large sets of 3D Gaussians. However, complex scenes can consist of millions of Gaussians, resulting in high storage and memory requirements that limit the viability of 3D-GS on devices with limited resources. Current techniques for compressing these pretrained models by pruning Gaussians rely on combining heuristics to determine which Gaussians to remove. At high compression ratios, these pruned scenes suffer from heavy degradation of visual fidelity and loss of foreground details. In this paper, we propose a principled sensitivity pruning score that preserves visual fidelity and foreground details at significantly higher compression ratios than existing approaches. It is computed as a second-order approximation of the reconstruction error on the training views with respect to the spatial parameters of each Gaussian. Additionally, we propose a multi-round prune-refine pipeline that can be applied to any pretrained 3D-GS model without changing its training pipeline. After pruning 90 % of Gaussians, a substantially higher percentage than previous methods, our PUP 3D-GS pipeline increases average rendering speed by 3.56× while retaining more salient foreground information and achieving higher image quality metrics than existing techniques on scenes from the Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets. Code and additional visualizations are available at https://pup3dgs.github.io/.
Alex Hanson 0002, Allen Tu, Vasu Singla, Mayuka Jayawardhana, Matthias Zwicker, Tom Goldstein
CVPR5
2025 SketchSplat: 3D Edge Reconstruction Via Differentiable Multi-View Sketch Splatting
Haiyang Ying, Matthias Zwicker
ICCV2
2025 How Learnable Grids Recover Fine Detail in Low Dimensions: A Neural Tangent Kernel Analysis of Multigrid Parametric Encodings
abstract
Neural networks that map between low dimensional spaces are ubiquitous in computer graphics and scientific computing; however, in their naive implementation, they are unable to learn high frequency information. We present a comprehensive analysis comparing the two most common techniques for mitigating this spectral bias: Fourier feature encodings (FFE) and multigrid parametric encodings (MPE). FFEs are seen as the standard for low dimensional mappings, but MPEs often outperform them and learn representations with higher resolution and finer detail. FFE's roots in the Fourier transform, make it susceptible to aliasing if pushed too far, while MPEs, which use a learned grid structure, have no such limitation. To understand the difference in performance, we use the neural tangent kernel (NTK) to evaluate these encodings through the lens of an analogous kernel regression. By finding a lower bound on the smallest eigenvalue of the NTK, we prove that MPEs improve a network's performance through the structure of their grid and not their learnable embedding. This mechanism is fundamentally different from FFEs, which rely solely on their embedding space to improve performance. Results are empirically validated on a 2D image regression task using images taken from 100 synonym sets of ImageNet and 3D implicit surface regression on objects from the Stanford graphics dataset. Using peak signal-to-noise ratio (PSNR) and multiscale structural similarity (MS-SSIM) to evaluate how well fine details are learned, we show that the MPE increases the minimum eigenvalue by 8 orders of magnitude over the baseline and 2 orders of magnitude over the FFE. The increase in spectrum corresponds to a 15 dB (PSNR) / 0.65 (MS-SSIM) increase over baseline and a 12 dB (PSNR) / 0.33 (MS-SSIM) increase over the FFE.
Samuel Audia, Soheil Feizi, Matthias Zwicker, Dinesh Manocha
ICLR3
2024 Match-Free Inbetweening Assistant (MIBA): A Practical Animation Tool Without User Stroke Correspondence
Shuhong Chen, Matthias Zwicker
ACCV (6)2
2024 Inferring 3D Occupancy Fields through Implicit Reasoning on Silhouette Images
Baorui Ma, Yu-Shen Liu, Matthias Zwicker, Zhizhong Han
ACM Multimedia3
2024 Compositional Neural Textures
Peihan Tu, Li-Yi Wei, Matthias Zwicker
SIGGRAPH Asia3
2024 Learning Generative Models Using Denoising Density Estimators
abstract
Learning probabilistic models that can estimate the density of a given set of samples, and generate samples from that density, is one of the fundamental challenges in unsupervised machine learning. We introduce a new generative model based on denoising density estimators (DDEs), which are scalar functions parametrized by neural networks, that are efficiently trained to represent kernel density estimators of the data. Leveraging DDEs, our main contribution is a novel technique to obtain generative models by minimizing the Kullback-Leibler (KL)-divergence directly. We prove that our algorithm for obtaining generative models is guaranteed to converge consistently to the correct solution. Our approach does not require specific network architecture as in normalizing flows (NFs), nor use ordinary differential equation (ODE) solvers as in continuous NFs. Experimental results demonstrate substantial improvement in density estimation and competitive performance in generative model training.
Siavash Arjomand Bigdeli, Geng Lin, L. Andrea Dunbar, Tiziano Portenier, Matthias Zwicker
IEEE Trans. Neural Networks Learn. Syst.5
2024 HoloCamera: Advanced Volumetric Capture for Cinematic-Quality VR Applications
abstract
High-precision virtual environments are increasingly important for various education, simulation, training, performance, and entertainment applications. We present HoloCamera, an innovative volumetric capture instrument to rapidly acquire, process, and create cinematic-quality virtual avatars and scenarios. The HoloCamera consists of a custom-designed free-standing structure with 300 high-resolution RGB cameras mounted with uniform spacing spanning the four sides and the ceiling of a room-sized studio. The light field acquired from these cameras is streamed through a distributed array of GPUs that interleave the processing and transmission of 4K resolution images. The distributed compute infrastructure that powers these RGB cameras consists of 50 Jetson AGX Xavier boards, with each processing unit dedicated to driving and processing imagery from six cameras. A high-speed Gigabit Ethernet network fabric seamlessly interconnects all computing boards. In this systems paper, we provide an in-depth description of the steps involved and lessons learned in constructing such a cutting-edge volumetric capture facility that can be generalized to other such facilities. We delve into the techniques employed to achieve precise frame synchronization and spatial calibration of cameras, careful determination of angled camera mounts, image processing from the camera sensors, and the need for a resilient and robust network infrastructure. To advance the field of volumetric capture, we are releasing a high-fidelity static light-field dataset, which will serve as a benchmark for further research and applications of cinematic-quality volumetric light fields.
Jonathan Heagerty, Shuvra S. Bhattacharyya, Sujal Bista, Barbara Brawn, Brandon Yushan Feng, Susmija Jabbireddy, Joseph F. JáJá, Hernisa Kacorri, David Li 0001, Derek Yarnell, Matthias Zwicker, Amitabh Varshney
IEEE Trans. Vis. Comput. Graph.13
2024 HVTR++: Image and Pose Driven Human Avatars Using Hybrid Volumetric-Textural Rendering
abstract
Recent neural rendering methods have made great progress in generating photorealistic human avatars. However, these methods are generally conditioned only on low-dimensional driving signals (e.g., body poses), which are insufficient to encode the complete appearance of a clothed human. Hence they fail to generate faithful details. To address this problem, we exploit driving view images (e.g., in telepresence systems) as additional inputs. We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR++), which synthesizes 3D human avatars from arbitrary driving poses and views while staying faithful to appearance details efficiently and at high quality. First, we learn to encode the driving signals of pose and view image on a dense UV manifold of the human body surface and extract UV-aligned features, preserving the structure of a skeleton-based parametric model. To handle complicated motions (e.g., self-occlusions), we then leverage the UV-aligned features to construct a 3D volumetric representation based on a dynamic neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is computationally heavy. Hence we employ only a rough volumetric representation using a pose- and image-conditioned downsampled neural radiance field (PID-NeRF), which we can render efficiently at low resolutions. In addition, we learn 2D textural features that are fused with rendered volumetric features in image space. The key advantage of our approach is that we can then convert the fused features into a high-resolution, high-quality avatar by a fast GAN-based textural renderer. We demonstrate that hybrid rendering enables HVTR++ to handle complicated motions, render high-quality avatars under user-controlled poses/shapes, and most importantly, be efficient at inference time. Our experimental results also demonstrate state-of-the-art quantitative results.
Tao Hu 0006, Linjie Luo, Tao Yu 0007, Zerong Zheng, He Zhang 0015, Yebin Liu, Matthias Zwicker
IEEE Trans. Vis. Comput. Graph.8
2023 Neural Differential Radiance Field: Learning the Differential Space Using a Neural Network
Saeed Hadadan, Matthias Zwicker
CGI (1)2
2023 PAniC-3D: Stylized Single-view 3D Reconstruction from Portraits of Anime Characters
abstract
We propose PAniC-3D, a system to reconstruct stylized 3D character heads directly from illustrated (p)ortraits of (ani)me (c)haracters. Our anime-style domain poses unique challenges to single-view reconstruction; compared to natural images of human heads, character portrait illustrations have hair and accessories with more complex and diverse geometry, and are shaded with non-photorealistic contour lines. In addition, there is a lack of both 3D model and portrait illustration data suitable to train and evaluate this ambiguous stylized reconstruction task. Facing these challenges, our proposed PAniC-3D architecture crosses the illustration-to-3D domain gap with a line-filling model, and represents sophisticated geometries with a volumetric radiance field. We train our system with two large new datasets (11.2k Vroid 3D models, 1k Vtuber portrait illustrations), and evaluate on a novel AnimeRecon benchmark of illustration-to-3D pairs. PAniC-3D significantly outper-forms baseline methods, and provides data to establish the task of stylized reconstruction from portrait illustrations.
Shuhong Chen, Kevin Zhang 0003, Yichun Shi, Yiheng Zhu 0003, Guoxian Song, Sizhe An, Janus Kristjansson, Matthias Zwicker
CVPR10
2023 OmnimatteRF: Robust Omnimatte with 3D Background Modeling
abstract
Video matting has broad applications, from adding interesting effects to casually captured movies to assisting video production professionals. Matting with associated effects such as shadows and reflections has also attracted increasing research activity, and methods like Omnimatte have been proposed to separate dynamic foreground objects of interest into their own layers. However, prior works represent video backgrounds as 2D image layers, limiting their capacity to express more complicated scenes, thus hindering application to real-world videos. In this paper, we propose a novel video matting method, OmnimatteRF, that combines dynamic 2D foreground layers and a 3D background model. The 2D layers preserve the details of the subjects, while the 3D background robustly reconstructs scenes in real-world videos. Extensive experiments demonstrate that our method reconstructs scenes with better quality on various videos.
Geng Lin, Chen Gao 0003, Jia-Bin Huang 0001, Changil Kim 0001, Yipeng Wang 0018, Matthias Zwicker, Ayush Saraf
ICCV6
2023 Using XR for Improving Scientific Discovery with Numerical Weather Models
abstract
Our work explores the use of extended reality (XR) to improve scientific discovery with numerical weather/climate models that inform Earth science digital twins, specifically the NASA Goddard Earth Observing System (GEOS) global atmospheric model. The overall project is named the Visualization And Lagrangian dynamics Immersive eXtended Reality Toolkit (VALIXR), which has two main areas of focus: (1) enhancing the understanding of and interaction with model output data through advanced visualizations in the XR environment, and (2) the integration of Lagrangian dynamics into the GEOS model, which allows a natural, feature-specific analysis of Earth science phenomena as opposed to traditional, fixed-point Eulerian dynamics. Here, we report initial work on these focus areas.
Thomas Grubb, Kaur Kullman, Thomas Clune, Leslie Lait, Matthias Zwicker, Stephen Guimond, Ruth West, Roger Eastman, Ian Afflerbach, Don Engel
IGARSS5
2022 HVTR: Hybrid Volumetric-Textural Rendering for Human Avatars
abstract
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on a dense UV manifold of the human body surface. To handle complicated motions (e.g., self-occlusions), we then leverage the encoded information on the UV manifold to construct a 3D volumetric representation based on a dynamic pose-conditioned neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is computationally heavy. Hence we employ only a rough volumetric representation using a pose-conditioned downsampled neural radiance field (PD-NeRF), which we can render efficiently at low resolutions. In addition, we learn 2D textural features that are fused with rendered volumetric features in image space. The key advantage of our approach is that we can then convert the fused features into a high-resolution, high-quality avatar by a fast GAN-based textural renderer. We demonstrate that hybrid rendering enables HVTR to handle complicated motions, render high-quality avatars under user-controlled poses/shapes and even loose clothing, and most importantly, be efficient at inference time. Our experimental results also demonstrate state-of-the-art quantitative results. More results are available at our project page: https://www.cs.umd.edu/~taohu/hvtr/
Tao Hu 0006, Tao Yu 0007, Zerong Zheng, He Zhang 0015, Yebin Liu, Matthias Zwicker
3DV6
2022 Surface Reconstruction from Point Clouds by Learning Predictive Context Priors
abstract
Surface reconstruction from point clouds is vital for 3D computer vision. State-of-the-art methods leverage large datasets to first learn local context priors that are represented as neural network-based signed distance functions (SDFs) with some parameters encoding the local contexts. To reconstruct a surface at a specific query location at inference time, these methods then match the local reconstruction target by searching for the best match in the local prior space (by optimizing the parameters encoding the local context) at the given query location. However, this requires the local context prior to generalize to a wide variety of unseen target regions, which is hard to achieve. To resolve this issue, we introduce Predictive Context Priors by learning Predictive Queries for each specific point cloud at inference time. Specifically, we first train a local context prior using a large point cloud dataset similar to previous techniques. For surface reconstruction at inference time, however, we specialize the local context prior into our Predictive Context Prior by learning Predictive Queries, which predict adjusted spatial query locations as displacements of the original locations. This leads to a global SDF that fits the specific point cloud the best. Intuitively, the query prediction enables us to flexibly search the learned local context prior over the entire prior space, rather than being restricted to the fixed query locations, and this improves the generalizability. Our method does not require ground truth signed distances, normals, or any additional procedure of signed distance fusion across overlapping regions. Our experimental results in surface reconstruction for single shapes or complex scenes show significant improvements over the state-of-the-art under widely used benchmark-s. Code and data are available at https://github.com/mabaorui/PredictableContextPrior.
Baorui Ma, Yu-Shen Liu, Matthias Zwicker, Zhizhong Han
CVPR3
2022 Improving the Perceptual Quality of 2D Animation Interpolation
Shuhong Chen, Matthias Zwicker
ECCV (17)2
2022 Transfer Learning for Pose Estimation of Illustrated Characters
abstract
Human pose information is a critical component in many downstream image processing tasks, such as activity recognition and motion tracking. Likewise, a pose estimator for the illustrated character domain would provide a valuable prior for assistive content creation tasks, such as reference pose retrieval and automatic character animation. But while modern data-driven techniques have substantially improved pose estimation performance on natural images, little work has been done for illustrations. In our work, we bridge this domain gap by efficiently transfer-learning from both domain-specific and task-specific source models. Additionally, we upgrade and expand an existing illustrated pose estimation dataset, and introduce two new datasets for classification and segmentation subtasks. We then apply the resultant state-of-the-art character pose estimator to solve the novel task of pose-guided illustration retrieval. All data, models, and code will be made publicly available.
Shuhong Chen, Matthias Zwicker
WACV2
2022 Clustered vector textures
abstract
Repetitive vector patterns are common in a variety of applications but can be challenging and tedious to create. Existing automatic synthesis methods target relatively simple, unstructured patterns such as discrete elements and continuous Bézier curves. This paper proposes an algorithm for generating vector patterns with diverse shapes and structured local interactions via a sample-based representation. Our main idea is adding explicit clustering as part of neighborhood similarity and iterative sample optimization for more robust sample synthesis and pattern reconstruction. The results indicate that our method can outperform existing methods on synthesizing a variety of structured vector textures. Our project page is available at https://phtu-cs.github.io/cvt-sig22/.
Peihan Tu, Li-Yi Wei, Matthias Zwicker
ACM Trans. Graph.3
2021 Unsupervised Learning of Fine Structure Generation for 3D Point Clouds by 2D Projection Matching
abstract
Learning to generate 3D point clouds without 3D supervision is an important but challenging problem. Current solutions leverage various differentiable renderers to project the generated 3D point clouds onto a 2D image plane, and train deep neural networks using the per-pixel difference with 2D ground truth images. However, these solutions are still struggling to fully recover fine structures of 3D shapes, such as thin tubes or planes. To resolve this issue, we propose an unsupervised approach for 3D point cloud generation with fine structures. Specifically, we cast 3D point cloud learning as a 2D projection matching problem. Rather than using entire 2D silhouette images as a regular pixel supervision, we introduce structure adaptive sampling to randomly sample 2D points within the silhouettes as an irregular point supervision, which alleviates the consistency issue of sampling from different view angles. Our method pushes the neural network to generate a 3D point cloud whose 2D projections match the irregular point supervision from different view angles. Our 2D projection matching approach enables the neural network to learn more accurate structure information than using the per-pixel difference, especially for fine and thin 3D structures. Our method can recover fine 3D structures from 2D silhouette images at different resolutions, and is robust to different sampling methods and point number in irregular point supervision. Our method outperforms others under widely used benchmarks. Our code, data and models are available at http-s://github.com/chenchao15/2D_projectionjnatching.
Zhizhong Han, Yu-Shen Liu, Matthias Zwicker
ICCV4
2021 EgoRenderer: Rendering Human Avatars from Egocentric Camera Images
abstract
We present EgoRenderer, a system for rendering full-body neural avatars of a person captured by a wearable, egocentric fisheye camera that is mounted on a cap or a VR headset. Our system renders photorealistic novel views of the actor and her motion from arbitrary virtual camera locations. Rendering full-body avatars from such egocentric images come with unique challenges due to the top-down view and large distortions. We tackle these challenges by decomposing the rendering process into several steps, including texture synthesis, pose construction, and neural image translation. For texture synthesis, we propose Ego-DPNet, a neural network that infers dense correspondences between the input fisheye images and an underlying parametric body model, and to extract textures from egocentric inputs. In addition, to encode dynamic appearances, our approach also learns an implicit texture stack that captures detailed appearance variation across poses and viewpoints. For correct pose generation, we first estimate body pose from the egocentric view using a parametric model. We then synthesize an external free-viewpoint pose image by projecting the parametric model to the user-specified target viewpoint. We next combine the target pose image and the textures into a combined feature image, which is transformed into the output color image using a neural image translation network. Experimental evaluations show that EgoRenderer is capable of generating realistic free-viewpoint avatars of a person wearing an egocentric camera. Comparisons to several baselines demonstrate the advantages of our approach.
Tao Hu 0006, Kripasindhu Sarkar, Lingjie Liu, Matthias Zwicker, Christian Theobalt
ICCV4
2021 Neural-Pull: Learning Signed Distance Function from Point clouds by Learning to Pull Space onto Surface
abstract
Reconstructing continuous surfaces from 3D point clouds is a fundamental operation in 3D geometry processing. Several recent state-of-the-art methods address this problem using neural networks to learn signed distance functions (SDFs). In this paper, we introduce Neural-Pull, a new approach that is simple and leads to high quality SDFs. Specifically, we train a neural network to pull query 3D locations to their closest points on the surface using the predicted signed distance values and the gradient at the query locations, both of which are computed by the network itself. The pulling operation moves each query location with a stride given by the distance predicted by the network. Based on the sign of the distance, this may move the query location along or against the direction of the gradient of the SDF. This is a differentiable operation that allows us to update the signed distance value and the gradient simultaneously during training. Our outperforming results under widely used benchmarks demonstrate that we can learn SDFs more accurately and flexibly for surface reconstruction and single image reconstruction than the state-of-the-art methods. Our code and data are available at https://github.com/mabaorui/NeuralPull.
Baorui Ma, Zhizhong Han, Yu-Shen Liu, Matthias Zwicker
ICML4
2021 Hierarchical View Predictor: Unsupervised 3D Global Feature Learning through Hierarchical Prediction among Unordered Views
abstract
Unsupervised learning of global features for 3D shape analysis is an important research challenge because it avoids manual effort for supervised information collection. In this paper, we propose a view-based deep learning model called Hierarchical View Predictor (HVP) to learn 3D shape features from unordered views in an unsupervised manner. To mine highly discriminative information from unordered views, HVP performs a novel hierarchical view prediction over a view pair, and aggregates the knowledge learned from the predictions in all view pairs into a global feature. In a view pair, we pose hierarchical view prediction as the task of hierarchically predicting a set of image patches in a current view from its complementary set of patches, and in addition, completing the current view and its opposite from any one of the two sets of patches. Hierarchical prediction, in patches to patches, patches to view and view to view, facilitates HVP to effectively learn the structure of 3D shapes from the correlation between patches in the same view and the correlation between a pair of complementary views. In addition, the employed implicit aggregation over all view pairs enables HVP to learn global features from unordered views. Our results show that HVP can outperform state-of-the-art methods under large-scale 3D shape benchmarks in shape classification and retrieval.
Zhizhong Han, Xiyang Wang 0001, Yu-Shen Liu, Matthias Zwicker
ACM Multimedia4
2021 PatchGame: Learning to Signal Mid-level Patches in Referential Games
abstract
We study a referential game (a type of signaling game) where two agents communicate with each other via a discrete bottleneck to achieve a common goal. In our referential game, the goal of the speaker is to compose a message or a symbolic representation of "important" image patches, while the task for the listener is to match the speaker's message to a different view of the same image. We show that it is indeed possible for the two agents to develop a communication protocol without explicit or implicit supervision. We further investigate the developed protocol and show the applications in speeding up recent Vision Transformers by using only important patches, and as pre-training for downstream recognition tasks (e.g., classification).
Kamal Gupta 0002, Gowthami Somepalli, Vinoj Jayasundara 0001, Matthias Zwicker, Abhinav Shrivastava
NeurIPS5
2021 Learning to Generate Dense Point Clouds with Textures on Multiple Categories
abstract
3D reconstruction from images is a core problem in computer vision. With recent advances in deep learning, it has become possible to recover plausible 3D shapes even from single RGB images. However, obtaining detailed geometry and texture for objects with arbitrary topology remains challenging. In this paper, we propose a novel approach for reconstructing point clouds from RGB images. Unlike other methods, we can recover dense point clouds with hundreds of thousands of points, and we also include RGB textures. In addition, we train our model on multiple categories, which leads to superior generalization to unseen categories com-pared to previous techniques. We achieve this using a two-stage approach, where we first infer an object coordinate map from the input RGB image, and then obtain the final point cloud using a reprojection and completion step. We show results on standard benchmarks that demonstrate the advantages of our technique.
Tao Hu 0006, Geng Lin, Zhizhong Han, Matthias Zwicker
WACV4
2021 Fine-Grained 3D Shape Classification With Hierarchical Part-View Attention
abstract
Fine-grained 3D shape classification is important for shape understanding and analysis, which poses a challenging research problem. However, the studies on the fine-grained 3D shape classification have rarely been explored, due to the lack of fine-grained 3D shape benchmarks. To address this issue, we first introduce a new 3D shape dataset (named FG3D dataset) with fine-grained class labels, which consists of three categories including airplane, car and chair. Each category consists of several subcategories at a fine-grained level. According to our experiments under this fine-grained dataset, we find that state-of-the-art methods are significantly limited by the small variance among subcategories in the same category. To resolve this problem, we further propose a novel fine-grained 3D shape classification method named FG3D-Net to capture the fine-grained local details of 3D shapes from multiple rendered views. Specifically, we first train a Region Proposal Network (RPN) to detect the generally semantic parts inside multiple views under the benchmark of generally semantic part detection. Then, we design a hierarchical part-view attention aggregation module to learn a global shape representation by aggregating generally semantic part features, which preserves the local details of 3D shapes. The part-view attention module hierarchically leverages part-level and view-level attention to increase the discriminability of our features. The part-level attention highlights the important parts in each view while the view-level attention highlights the discriminative views among all the views of the same object. In addition, we integrate a Recurrent Neural Network (RNN) to capture the spatial relationships among sequential views from different viewpoints. Our results under the fine-grained 3D shape dataset show that our method outperforms other state-of-the-art methods. The FG3D dataset is available at https://github.com/liuxinhai/FG3D-Net.
Xinhai Liu, Zhizhong Han, Yu-Shen Liu, Matthias Zwicker
IEEE Trans. Image Process.4
2021 Neural radiosity
abstract
We introduce Neural Radiosity, an algorithm to solve the rendering equation by minimizing the norm of its residual, similar as in classical radiosity techniques. Traditional basis functions used in radiosity, such as piecewise polynomials or meshless basis functions are typically limited to representing isotropic scattering from diffuse surfaces. Instead, we propose to leverage neural networks to represent the full four-dimensional radiance distribution, directly optimizing network parameters to minimize the norm of the residual. Our approach decouples solving the rendering equation from rendering (perspective) images similar as in traditional radiosity techniques, and allows us to efficiently synthesize arbitrary views of a scene. In addition, we propose a network architecture using geometric learnable features that improves convergence of our solver compared to previous techniques. Our approach leads to an algorithm that is simple to implement, and we demonstrate its effectiveness on a variety of scenes with diffuse and non-diffuse surfaces.
Saeed Hadadan, Shuhong Chen, Matthias Zwicker
ACM Trans. Graph.3
2021 Active Arrangement of Small Objects in 3D Indoor Scenes
abstract
Small object arrangement is very important for creating detailed and realistic 3D indoor scenes. In this article, we present an interactive framework based on active learning to help users create customized arrangements for small objects according to their preferences. To achieve this with minimal user effort, we first learn the prior knowledge about small object arrangement from a 3D indoor scene dataset through a probability mining method, which forms the initial guidance for arranging small objects. Then, users are able to express their preferences on a few small object categories, which are automatically propagated to all the other categories via a novel active learning approach. In the propagation process, we introduce a novel metric to obtain the propagation weights, which measures the degree of interchangeability between two small object categories, and is calculated based on a spatial embedding model learned from the small object neighborhood information extracted from the 3D indoor scene dataset. Experiments show that our framework is able to help users effectively create customized small object arrangements with little effort.
Suiyun Zhang, Zhizhong Han, Yukun Lai, Matthias Zwicker, Hui Zhang 0013
IEEE Trans. Vis. Comput. Graph.4
2020 Improved Modeling of 3D Shapes with Multi-view Depth Maps
abstract
We present a simple yet effective general-purpose framework for modeling 3D shapes by leveraging recent advances in 2D image generation using CNNs. Using just a single depth image of the object, we can output a dense multi-view depth map representation of 3D objects. Our simple encoder-decoder framework, comprised of a novel identity encoder and class-conditional viewpoint generator, generates 3D consistent depth maps. Our experimental results demonstrate the two-fold advantage of our approach. First, we can directly borrow architectures that work well in the 2D image domain to 3D. Second, we can effectively generate high-resolution 3D shapes with low computational memory. Our quantitative evaluations show that our method is superior to existing depth map methods for reconstructing and synthesizing 3D objects and is competitive with other representations, such as point clouds, voxel grids, and implicit functions. Code and other material will be made available at http://multiview-shapes. umiacs.io.
Kamal Gupta 0002, Susmija Jabbireddy, Ketul Shah, Abhinav Shrivastava, Matthias Zwicker
3DV5
2020 3D Shape Completion with Multi-View Consistent Inference
abstract
3D shape completion is important to enable machines to perceive the complete geometry of objects from partial observations. To address this problem, view-based methods have been presented. These methods represent shapes as multiple depth images, which can be back-projected to yield corresponding 3D point clouds, and they perform shape completion by learning to complete each depth image using neural networks. While view-based methods lead to state-of-the-art results, they currently do not enforce geometric consistency among the completed views during the inference stage. To resolve this issue, we propose a multi-view consistent inference technique for 3D shape completion, which we express as an energy minimization problem including a data term and a regularization term. We formulate the regularization term as a consistency loss that encourages geometric consistency among multiple views, while the data term guarantees that the optimized views do not drift away too much from a learned shape descriptor. Experimental results demonstrate that our method completes shapes more accurately than previous techniques.
Tao Hu 0006, Zhizhong Han, Matthias Zwicker
AAAI3
2020 ORCSolver: An Efficient Solver for Adaptive GUI Layout with OR-Constraints
abstract
OR-constrained (ORC) graphical user interface layouts unify conventional constraint-based layouts with flow layouts, which enables the definition of flexible layouts that adapt to screens with different sizes, orientations, or aspect ratios with only a single layout specification. Unfortunately, solving ORC layouts with current solvers is time-consuming and the needed time increases exponentially with the number of widgets and constraints. To address this challenge, we propose ORCSolver, a novel solving technique for adaptive ORC layouts, based on a branch-and-bound approach with heuristic preprocessing. We demonstrate that ORCSolver simplifies ORC specifications at runtime and our approach can solve ORC layout specifications efficiently at near-interactive rates.
Yue Jiang 0002, Wolfgang Stuerzlinger, Matthias Zwicker, Christof Lutteroth
CHI3
2020 SDFDiff: Differentiable Rendering of Signed Distance Fields for 3D Shape Optimization
abstract
We propose SDFDiff, a novel approach for image-based shape optimization using differentiable rendering of 3D shapes represented by signed distance functions (SDFs). Compared to other representations, SDFs have the advantage that they can represent shapes with arbitrary topology, and that they guarantee watertight surfaces. We apply our approach to the problem of multi-view 3D reconstruction, where we achieve high reconstruction quality and can capture complex topology of 3D objects. In addition, we employ a multi-resolution strategy to obtain a robust optimization algorithm. We further demonstrate that our SDF-based differentiable renderer can be integrated with deep learning models, which opens up options for learning approaches on 3D objects without 3D supervision. In particular, we apply our method to single-view 3D reconstruction and achieve state-of-the-art results.
Yue Jiang 0002, Dantong Ji, Zhizhong Han, Matthias Zwicker
CVPR4
2020 SeqXY2SeqZ: Structure Learning for 3D Shapes by Sequentially Predicting 1D Occupancy Segments from 2D Coordinates
Zhizhong Han, Guanhui Qiao, Yu-Shen Liu, Matthias Zwicker
ECCV (24)4
2020 DRWR: A Differentiable Renderer without Rendering for Unsupervised 3D Structure Learning from Silhouette Images
abstract
Differentiable renderers have been used successfully for unsupervised 3D structure learning from 2D images because they can bridge the gap between 3D and 2D. To optimize 3D shape parameters, current renderers rely on pixel-wise losses between rendered images of 3D reconstructions and ground truth images from corresponding viewpoints. Hence they require interpolation of the recovered 3D structure at each pixel, visibility handling, and optionally evaluating a shading model. In contrast, here we propose a Differentiable Renderer Without Rendering (DRWR) that omits these steps. DRWR only relies on a simple but effective loss that evaluates how well the projections of reconstructed 3D point clouds cover the ground truth object silhouette. Specifically, DRWR employs a smooth silhouette loss to pull the projection of each individual 3D point inside the object silhouette, and a structure-aware repulsion loss to push each pair of projections that fall inside the silhouette far away from each other. Although we omit surface interpolation, visibility handling, and shading, our results demonstrate that DRWR achieves state-of-the-art accuracies under widely used benchmarks, outperforming previous methods both qualitatively and quantitatively. In addition, our training times are significantly lower due to the simplicity of DRWR.
Zhizhong Han, Yu-Shen Liu, Matthias Zwicker
ICML4
2020 Learning to Take Directions One Step at a Time
abstract
We present a method to generate a video sequence given a single image. Because items in an image can be animated in arbitrarily many different ways, we introduce as control signal a sequence of motion strokes. Such control signal can also be automatically transferred from other videos, e.g., via bounding box tracking. Each motion stroke provides the direction to the moving object in the input image and we aim to train a network to generate an animation following a sequence of such directions. To address this task we design a novel recurrent architecture, which can be trained easily and effectively thanks to an explicit separation of past, future and current states. As we demonstrate in the experiments, our proposed architecture is capable of generating an arbitrary number of frames from a single image and a sequence of motion strokes. Key components of our architecture are an autoencoding constraint to ensure consistency with the past and a generative adversarial scheme to ensure that images look realistic and are temporally smooth. We demonstrate the effectiveness of our approach on the MNIST, KTH, Human3.6M, Push and Weizmann datasets.
Qiyang Hu, Adrian Waelchli, Tiziano Portenier, Matthias Zwicker, Paolo Favaro
ICPR4
2020 ShapeCaptioner: Generative Caption Network for 3D Shapes by Learning a Mapping from Parts Detected in Multiple Views to Sentences
abstract
3D shape captioning is a challenging application in 3D shape understanding. Captions from recent multi-view based methods reveal that they cannot capture part-level characteristics of 3D shapes. This leads to a lack of detailed part-level description in captions, which human tend to focus on. To resolve this issue, we propose ShapeCaptioner, a generative caption network, to perform 3D shape captioning from semantic parts detected in multiple views. Our novelty lies in learning the knowledge of part detection in multiple views from 3D shape segmentations and transferring this knowledge to facilitate learning the mapping from 3D shapes to sentences. Specifically, ShapeCaptioner aggregates the parts detected in multiple colored views using our novel part class specific aggregation to represent a 3D shape, and then, employs a sequence to sequence model to generate the caption. Our outperforming results show that ShapeCaptioner can learn 3D shape features with more detailed part characteristics to facilitate better 3D shape captioning than previous work.
Zhizhong Han, Yu-Shen Liu, Matthias Zwicker
ACM Multimedia4
2020 LRC-Net: Learning discriminative features on point clouds by encoding local region contexts
Xinhai Liu, Zhizhong Han, Fangzhou Hong, Yu-Shen Liu, Matthias Zwicker
Comput. Aided Geom. Des.5
2020 Reconstructing 3D Shapes From Multiple Sketches Using Direct Shape Optimization
abstract
3D shape reconstruction from multiple hand-drawn sketches is an intriguing way to 3D shape modeling. Currently, state-of-the-art methods employ neural networks to learn a mapping from multiple sketches from arbitrary view angles to a 3D voxel grid. Because of the cubic complexity of 3D voxel grids, however, neural networks are hard to train and limited to low resolution reconstructions, which leads to a lack of geometric detail and low accuracy. To resolve this issue, we propose to reconstruct 3D shapes from multiple sketches using direct shape optimization (DSO), which does not involve deep learning models for direct voxel-based 3D shape generation. Specifically, we first leverage a conditional generative adversarial network (CGAN) to translate each sketch into an attenuance image that captures the predicted geometry from a given viewpoint. Then, DSO minimizes a project-and-compare loss to reconstruct the 3D shape such that it matches the predicted attenuance images from the view angles of all input sketches. Based on this, we further propose a progressive update approach to handle inconsistencies among a few hand-drawn sketches for the same 3D shape. Our experimental results show that our method significantly outperforms the state-of-the-art methods under widely used benchmarks and produces intuitive results in an interactive application.
Zhizhong Han, Baorui Ma, Yu-Shen Liu, Matthias Zwicker
IEEE Trans. Image Process.4
2020 Neural light field 3D printing
abstract
Modern 3D printers are capable of printing large-size light-field displays at high-resolutions. However, optimizing such displays in full 3D volume for a given light-field imagery is still a challenging task. Existing light field displays optimize over relatively small resolutions using a few co-planar layers in a 2.5D fashion to keep the problem tractable. In this paper, we propose a novel end-to-end optimization approach that encodes input light field imagery as a continuous-space implicit representation in a neural network. This allows fabricating high-resolution, attenuation-based volumetric displays that exhibit the target light fields. In addition, we incorporate the physical constraints of the material to the optimization such that the result can be printed in practice. Our simulation experiments demonstrate that our approach brings significant visual quality improvement compared to the multilayer and uniform grid-based approaches. We validate our simulations with fabricated prototypes and demonstrate that our pipeline is flexible enough to allow fabrications of both planar and non-planar displays.
Quan Zheng 0004, Vahid Babaei, Gordon Wetzstein, Hans-Peter Seidel, Matthias Zwicker, Gurprit Singh
ACM Trans. Graph.5
2020 Continuous curve textures
abstract
Repetitive patterns are ubiquitous in natural and human-made objects, and can be created with a variety of tools and methods. Manual authoring provides unmatched degree of freedom and control, but can require significant artistic expertise and manual labor. Computational methods can automate parts of the manual creation process, but are mainly tailored for discrete pixels or elements instead of more general continuous structures. We propose an example-based method to synthesize continuous curve patterns from exemplars. Our main idea is to extend prior sample-based discrete element synthesis methods to consider not only sample positions (geometry) but also their connections (topology). Since continuous structures can exhibit higher complexity than discrete elements, we also propose robust, hierarchical synthesis to enhance output quality. Our algorithm can generate a variety of continuous curve patterns fully automatically. For further quality improvement and customization, we also present an autocomplete user interface to facilitate interactive creation and iterative editing. We evaluate our methods and interface via different patterns, ablation studies, and comparisons with alternative methods.
Peihan Tu, Li-Yi Wei, Koji Yatani, Takeo Igarashi, Matthias Zwicker
ACM Trans. Graph.5
2019 View Inter-Prediction GAN: Unsupervised Representation Learning for 3D Shapes by Learning Global Shape Memories to Support Local View Predictions
abstract
In this paper, we present a novel unsupervised representation learning approach for 3D shapes, which is an important research challenge as it avoids the manual effort required for collecting supervised data. Our method trains an RNNbased neural network architecture to solve multiple view inter-prediction tasks for each shape. Given several nearby views of a shape, we define view inter-prediction as the task of predicting the center view between the input views, and reconstructing the input views in a low-level feature space. The key idea of our approach is to implement the shape representation as a shape-specific global memory that is shared between all local view inter-predictions for each shape. Intuitively, this memory enables the system to aggregate information that is useful to better solve the view inter-prediction tasks for each shape, and to leverage the memory as a viewindependent shape representation. Our approach obtains the best results using a combination of L2 and adversarial losses for the view inter-prediction task. We show that VIP-GAN outperforms state-of-the-art methods in unsupervised 3D feature learning on three large-scale 3D shape benchmarks.
Zhizhong Han, Mingyang Shang, Yu-Shen Liu, Matthias Zwicker
AAAI4
2019 Y2Seq2Seq: Cross-Modal Representation Learning for 3D Shape and Text by Joint Reconstruction and Prediction of View and Word Sequences
abstract
Jointly learning representations of 3D shapes and text is crucial to support tasks such as cross-modal retrieval or shape captioning. A recent method employs 3D voxels to represent 3D shapes, but this limits the approach to low resolutions due to the computational cost caused by the cubic complexity of 3D voxels. Hence the method suffers from a lack of detailed geometry. To resolve this issue, we propose Y2Seq2Seq, a view-based model, to learn cross-modal representations by joint reconstruction and prediction of view and word sequences. Specifically, the network architecture of Y2Seq2Seq bridges the semantic meaning embedded in the two modalities by two coupled “Y” like sequence-tosequence (Seq2Seq) structures. In addition, our novel hierarchical constraints further increase the discriminability of the cross-modal representations by employing more detailed discriminative information. Experimental results on cross-modal retrieval and 3D shape captioning show that Y2Seq2Seq outperforms the state-of-the-art methods.
Zhizhong Han, Mingyang Shang, Xiyang Wang 0001, Yu-Shen Liu, Matthias Zwicker
AAAI5
2019 Point2Sequence: Learning the Shape Representation of 3D Point Clouds with an Attention-Based Sequence to Sequence Network
abstract
Exploring contextual information in the local region is important for shape understanding and analysis. Existing studies often employ hand-crafted or explicit ways to encode contextual information of local regions. However, it is hard to capture fine-grained contextual information in hand-crafted or explicit manners, such as the correlation between different areas in a local region, which limits the discriminative ability of learned features. To resolve this issue, we propose a novel deep learning model for 3D point clouds, named Point2Sequence, to learn 3D shape features by capturing fine-grained contextual information in a novel implicit way. Point2Sequence employs a novel sequence learning model for point clouds to capture the correlations by aggregating multi-scale areas of each local region with attention. Specifically, Point2Sequence first learns the feature of each area scale in a local region. Then, it captures the correlation between area scales in the process of aggregating all area scales using a recurrent neural network (RNN) based encoder-decoder structure, where an attention mechanism is proposed to highlight the importance of different area scales. Experimental results show that Point2Sequence achieves state-of-the-art performance in shape classification and segmentation tasks.
Xinhai Liu, Zhizhong Han, Yu-Shen Liu, Matthias Zwicker
AAAI4
2019 Multi-Angle Point Cloud-VAE: Unsupervised Feature Learning for 3D Point Clouds From Multiple Angles by Joint Self-Reconstruction and Half-to-Half Prediction
abstract
Unsupervised feature learning for point clouds has been vital for large-scale point cloud understanding. Recent deep learning based methods depend on learning global geometry from self-reconstruction. However, these methods are still suffering from ineffective learning of local geometry, which significantly limits the discriminability of learned features. To resolve this issue, we propose MAP-VAE to enable the learning of global and local geometry by jointly leveraging global and local self-supervision. To enable effective local self-supervision, we introduce multi-angle analysis for point clouds. In a multi-angle scenario, we first split a point cloud into a front half and a back half from each angle, and then, train MAP-VAE to learn to predict a back half sequence from the corresponding front half sequence. MAP-VAE performs this half-to-half prediction using RNN to simultaneously learn each local geometry and the spatial relationship among them. In addition, MAP-VAE also learns global geometry via self-reconstruction, where we employ a variational constraint to facilitate novel shape generation. The outperforming results in four shape analysis tasks show that MAP-VAE can learn more discriminative global or local features than the state-of-the-art methods.
Zhizhong Han, Xiyang Wang 0001, Yu-Shen Liu, Matthias Zwicker
ICCV4
2019 Parts4Feature: Learning 3D Global Features from Generally Semantic Parts in Multiple Views
abstract
Deep learning has achieved remarkable results in 3D shape analysis by learning global shape features from the pixel-level over multiple views. Previous methods, however, compute low-level features for entire views without considering part-level information. In contrast, we propose a deep neural network, called Parts4Feature, to learn 3D global features from part-level information in multiple views. We introduce a novel definition of generally semantic parts, which Parts4Feature learns to detect in multiple views from different 3D shape segmentation benchmarks. A key idea of our architecture is that it transfers the ability to detect semantically meaningful parts in multiple views to learn 3D global features. Parts4Feature achieves this by combining a local part detection branch and a global feature learning branch with a shared region proposal module. The global feature learning branch aggregates the detected parts in terms of learned part patterns with a novel multi-attention mechanism, while the region proposal module enables locally and globally discriminative information to be promoted by each other. We demonstrate that Parts4Feature outperforms the state-of-the-art under three large-scale 3D shape benchmarks.
Zhizhong Han, Xinhai Liu, Yu-Shen Liu, Matthias Zwicker
IJCAI4
2019 3DViewGraph: Learning Global Features for 3D Shapes from A Graph of Unordered Views with Attention
abstract
Learning global features by aggregating information over multiple views has been shown to be effective for 3D shape analysis. For view aggregation in deep learning models, pooling has been applied extensively. However, pooling leads to a loss of the content within views, and the spatial relationship among views, which limits the discriminability of learned features. We propose 3DViewGraph to resolve this issue, which learns 3D global features by more effectively aggregating unordered views with attention. Specifically, unordered views taken around a shape are regarded as view nodes on a view graph. 3DViewGraph first learns a novel latent semantic mapping to project low-level view features into meaningful latent semantic embeddings in a lower dimensional space, which is spanned by latent semantic patterns. Then, the content and spatial information of each pair of view nodes are encoded by a novel spatial pattern correlation, where the correlation is computed among latent semantic patterns. Finally, all spatial pattern correlations are integrated with attention weights learned by a novel attention mechanism. This further increases the discriminability of learned features by highlighting the unordered view nodes with distinctive characteristics and depressing the ones with appearance ambiguity. We show that 3DViewGraph outperforms state-of-the-art methods under three large-scale benchmarks.
Zhizhong Han, Xiyang Wang 0001, Chi-Man Vong, Yu-Shen Liu, Matthias Zwicker, C. L. Philip Chen
IJCAI5
2019 L2G Auto-encoder: Understanding Point Clouds by Local-to-Global Reconstruction with Hierarchical Self-Attention
abstract
Auto-encoder is an important architecture to understand point clouds in an encoding and decoding procedure of self reconstruction. Current auto-encoder mainly focuses on the learning of global structure by global shape reconstruction, while ignoring the learning of local structures. To resolve this issue, we propose Local-to-Global auto-encoder (L2G-AE) to simultaneously learn the local and global structure of point clouds by local to global reconstruction. Specifically, L2G-AE employs an encoder to encode the geometry information of multiple scales in a local region at the same time. In addition, we introduce a novel hierarchical self-attention mechanism to highlight the important points, scales and regions at different levels in the information aggregation of the encoder. Simultaneously, L2G-AE employs a recurrent neural network (RNN) as decoder to reconstruct a sequence of scales in a local region, based on which the global point cloud is incrementally reconstructed. Our outperforming results in shape classification, retrieval and upsampling show that L2G-AE can understand point clouds better than state-of-the-art methods.
Xinhai Liu, Zhizhong Han, Xin Wen 0003, Yu-Shen Liu, Matthias Zwicker
ACM Multimedia5
2019 A Survey on Gradient-Domain Rendering
abstract
Abstract Monte Carlo methods for physically‐based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient‐domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient‐based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient‐domain rendering, as well as the pragmatic details behind practical gradient‐domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient‐domain rendering. Finally, we benchmark various gradient‐domain techniques against the state‐of‐the‐art in denoising methods before discussing open problems.
Binh-Son Hua, Adrien Gruson, Victor Petitjean, Matthias Zwicker, Derek Nowrouzezahrai, Elmar Eisemann, Toshiya Hachisuka
Comput. Graph. Forum4
2019 Learning to Importance Sample in Primary Sample Space
abstract
Abstract Importance sampling is one of the most widely used variance reduction strategies in Monte Carlo rendering. We propose a novel importance sampling technique that uses a neural network to learn how to sample from a desired density represented by a set of samples. Our approach considers an existing Monte Carlo rendering algorithm as a black box. During a scene‐dependent training phase, we learn to generate samples with a desired density in the primary sample space of the renderer using maximum likelihood estimation. We leverage a recent neural network architecture that was designed to represent real‐valued non‐volume preserving (“Real NVP”) transformations in high dimensional spaces. We use Real NVP to non‐linearly warp primary sample space and obtain desired densities. In addition, Real NVP efficiently computes the determinant of the Jacobian of the warp, which is required to implement the change of integration variables implied by the warp. A main advantage of our approach is that it is agnostic of underlying light transport effects, and can be combined with an existing rendering technique by treating it as a black box. We show that our approach leads to effective variance reduction in several practical scenarios.
Quan Zheng 0004, Matthias Zwicker
Comput. Graph. Forum2
2019 3D2SeqViews: Aggregating Sequential Views for 3D Global Feature Learning by CNN With Hierarchical Attention Aggregation
abstract
Learning 3D global features by aggregating multiple views is important. Pooling is widely used to aggregate views in deep learning models. However, pooling disregards a lot of content information within views and the spatial relationship among the views, which limits the discriminability of learned features. To resolve this issue, 3D to Sequential Views (3D2SeqViews) is proposed to more effectively aggregate the sequential views using convolutional neural networks with a novel hierarchical attention aggregation. Specifically, the content information within each view is first encoded. Then, the encoded view content information and the sequential spatiality among the views are simultaneously aggregated by the hierarchical attention aggregation, where view-level attention and class-level attention are proposed to hierarchically weight sequential views and shape classes. View-level attention is learned to indicate how much attention is paid to each view by each shape class, which subsequently weights sequential views through a novel recursive view integration. Recursive view integration learns the semantic meaning of view sequence, which is robust to the first view position. Furthermore, class-level attention is introduced to describe how much attention is paid to each shape class, which innovatively employs the discriminative ability of the fine-tuned network. 3D2SeqViews learns more discriminative features than the state-of-the-art, which leads to the outperforming results in shape classification and retrieval under three large-scale benchmarks.
Zhizhong Han, Honglei Lu, Zhenbao Liu, Chi-Man Vong, Yu-Shen Liu, Matthias Zwicker, Junwei Han 0001, C. L. Philip Chen
IEEE Trans. Image Process.6
2019 SeqViews2SeqLabels: Learning 3D Global Features via Aggregating Sequential Views by RNN With Attention
abstract
Learning 3D global features by aggregating multiple views has been introduced as a successful strategy for 3D shape analysis. In recent deep learning models with end-to-end training, pooling is a widely adopted procedure for view aggregation. However, pooling merely retains the max or mean value over all views, which disregards the content information of almost all views and also the spatial information among the views. To resolve these issues, we propose Sequential Views To Sequential Labels (SeqViews2SeqLabels) as a novel deep learning model with an encoder-decoder structure based on recurrent neural networks (RNNs) with attention. SeqViews2SeqLabels consists of two connected parts, an encoder-RNN followed by a decoder-RNN, that aim to learn the global features by aggregating sequential views and then performing shape classification from the learned global features, respectively. Specifically, the encoder-RNN learns the global features by simultaneously encoding the spatial and content information of sequential views, which captures the semantics of the view sequence. With the proposed prediction of sequential labels, the decoder-RNN performs more accurate classification using the learned global features by predicting sequential labels step by step. Learning to predict sequential labels provides more and finer discriminative information among shape classes to learn, which alleviates the overfitting problem inherent in training using a limited number of 3D shapes. Moreover, we introduce an attention mechanism to further improve the discriminative ability of SeqViews2SeqLabels. This mechanism increases the weight of views that are distinctive to each shape class, and it dramatically reduces the effect of selecting the first view position. Shape classification and retrieval results under three large-scale benchmarks verify that SeqViews2SeqLabels learns more discriminative global features by more effectively aggregating sequential views than state-of-the-art methods.
Zhizhong Han, Mingyang Shang, Zhenbao Liu, Chi-Man Vong, Yu-Shen Liu, Matthias Zwicker, Junwei Han 0001, C. L. Philip Chen
IEEE Trans. Image Process.6
2019 Stylistic scene enhancement GAN: mixed stylistic enhancement generation for 3D indoor scenes
Suiyun Zhang, Zhizhong Han, Yukun Lai, Matthias Zwicker, Hui Zhang 0013
Vis. Comput.4
2018 Disentangling Factors of Variation by Mixing Them
abstract
We propose an approach to learn image representations that consist of disentangled factors of variation without exploiting any manual labeling or data domain knowledge. A factor of variation corresponds to an image attribute that can be discerned consistently across a set of images, such as the pose or color of objects. Our disentangled representation consists of a concatenation of feature chunks, each chunk representing a factor of variation. It supports applications such as transferring attributes from one image to another, by simply mixing and unmixing feature chunks, and classification or retrieval based on one or several attributes, by considering a user-specified subset of feature chunks. We learn our representation without any labeling or knowledge of the data domain, using an autoencoder architecture with two novel training objectives: first, we propose an invariance objective to encourage that encoding of each attribute, and decoding of each chunk, are invariant to changes in other attributes and chunks, respectively; second, we include a classification objective, which ensures that each chunk corresponds to a consistently discernible attribute in the represented image, hence avoiding degenerate feature mappings where some chunks are completely ignored. We demonstrate the effectiveness of our approach on the MNIST, Sprites, and CelebA datasets.
Qiyang Hu, Attila Szabó, Tiziano Portenier, Paolo Favaro, Matthias Zwicker
CVPR5
2018 Understanding Degeneracies and Ambiguities in Attribute Transfer
Attila Szabó, Qiyang Hu, Tiziano Portenier, Matthias Zwicker, Paolo Favaro
ECCV (5)4
2018 Specular-to-Diffuse Translation for Multi-view Reconstruction
Hui Huang 0004, Tiziano Portenier, Matan Sela, Daniel Cohen-Or, Ron Kimmel, Matthias Zwicker
ECCV (4)7
2018 Temporally Consistent Motion Segmentation From RGB-D Video
abstract
Abstract Temporally consistent motion segmentation from RGB‐D videos is challenging because of the limitations of current RGB‐D sensors. We formulate segmentation as a motion assignment problem, where a motion is a sequence of rigid transformations through all frames of the input. We capture the quality of each potential assignment by defining an appropriate energy function that accounts for occlusions and a sensor‐specific noise model. To make energy minimization tractable, we work with a discrete set instead of the continuous, high dimensional space of motions, where the discrete motion set provides an upper bound for the original energy. We repeatedly minimize our energy, and in each step extend and refine the motion set to further lower the bound. A quantitative comparison to the current state of the art demonstrates the benefits of our approach in difficult scenarios.
Peter Bertholet, Alexandru Eugen Ichim, Matthias Zwicker
Comput. Graph. Forum3
2018 Structure-Aware Data Consolidation
abstract
We present a structure-aware technique to consolidate noisy data, which we use as a pre-process for standard clustering and dimensionality reduction. Our technique is related to mean shift, but instead of seeking density modes, it reveals and consolidates continuous high density structures such as curves and surface sheets in the underlying data while ignoring noise and outliers. We provide a theoretical analysis under a Gaussian noise model, and show that our approach significantly improves the performance of many non-linear dimensionality reduction and clustering algorithms in challenging scenarios.
Peter Bertholet, Hui Huang 0004, Daniel Cohen-Or, Minglun Gong, Matthias Zwicker
IEEE Trans. Pattern Anal. Mach. Intell.6
2018 Faceshop: deep sketch-based face image editing
abstract
We present a novel system for sketch-based face image editing, enabling users to edit images intuitively by sketching a few strokes on a region of interest. Our interface features tools to express a desired image manipulation by providing both geometry and color constraints as user-drawn strokes. As an alternative to the direct user input, our proposed system naturally supports a copy-paste mode, which allows users to edit a given image region by using parts of another exemplar image without the need of hand-drawn sketching at all. The proposed interface runs in real-time and facilitates an interactive and iterative workflow to quickly express the intended edits. Our system is based on a novel sketch domain and a convolutional neural network trained end-to-end to automatically learn to render image regions corresponding to the input strokes. To achieve high quality and semantically consistent results we train our neural network on two simultaneous tasks, namely image completion and image translation. To the best of our knowledge, we are the first to combine these two tasks in a unified framework for interactive image editing. Our results show that the proposed sketch domain, network architecture, and training procedure generalize well to real user input and enable high quality synthesis results without additional post-processing.
Tiziano Portenier, Qiyang Hu, Attila Szabó, Siavash Arjomand Bigdeli, Paolo Favaro, Matthias Zwicker
ACM Trans. Graph.6
2018 GPF: GMM-Inspired Feature-Preserving Point Set Filtering
abstract
Point set filtering, which aims at reconstructing noise-free point sets from their corresponding noisy inputs, is a fundamental problem in 3D geometry processing. The main challenge of point set filtering is to preserve geometric features of the underlying geometry while at the same time removing the noise. State-of-the-art point set filtering methods still struggle with this issue: some are not designed to recover sharp features, and others cannot well preserve geometric features, especially fine-scale features. In this paper, we propose a novel approach for robust feature-preserving point set filtering, inspired by the Gaussian Mixture Model (GMM). Taking a noisy point set and its filtered normals as input, our method can robustly reconstruct a high-quality point set which is both noise-free and feature-preserving. Various experiments show that our approach can soundly outperform the selected state-of-the-art methods, in terms of both filtering quality and reconstruction accuracy.
Xuequan Lu, Honghua Chen, Sai-Kit Yeung, Wenzhi Chen, Matthias Zwicker
IEEE Trans. Vis. Comput. Graph.6
2017 Deep Mean-Shift Priors for Image Restoration
abstract
In this paper we introduce a natural image prior that directly represents a Gaussian-smoothed version of the natural image distribution. We include our prior in a formulation of image restoration as a Bayes estimator that also allows us to solve noise-blind image restoration problems. We show that the gradient of our prior corresponds to the mean-shift vector on the natural image distribution. In addition, we learn the mean-shift vector field using denoising autoencoders, and use it in a gradient descent approach to perform Bayes risk minimization. We demonstrate competitive results for noise-blind deblurring, super-resolution, and demosaicing.
Siavash Arjomand Bigdeli, Matthias Zwicker, Paolo Favaro, Meiguang Jin
NIPS2
2016 Regularizing Image Reconstruction for Gradient-Domain Rendering with Feature Patches
abstract
Abstract We present a novel algorithm to reconstruct high‐quality images from sampled pixels and gradients in gradient‐domain Rendering. Our approach extends screened Poisson reconstruction by adding additional regularization constraints. Our key idea is to exploit local patches in feature images, which contain per‐pixels normals, textures, position, etc., to formulate these constraints. We describe a GPU implementation of our approach that runs on the order of seconds on megapixel images. We demonstrate a significant improvement in image quality over screened Poisson reconstruction under the L1 norm. Because we adapt the regularization constraints to the noise level in the input, our algorithm is consistent and converges to the ground truth.
Marco Manzi, Delio Vicini, Matthias Zwicker
Comput. Graph. Forum3
2016 Temporal gradient-domain path tracing
abstract
We present a novel approach to improve temporal coherence in Monte Carlo renderings of animation sequences. Unlike other approaches that exploit temporal coherence in a post-process, our technique does so already during sampling. Building on previous gradient-domain rendering techniques that sample finite differences over the image plane, we introduce temporal finite differences and formulate a corresponding 3D spatio-temporal screened Poisson reconstruction problem that is solved over windowed batches of several frames simultaneously. We further extend our approach to include second order, mixed spatio-temporal differences, an improved technique to compute temporal differences exploiting motion vectors, and adaptive sampling. Our algorithm can be built on a gradient-domain path tracer without large modifications. In particular, we do not require the ability to evaluate animation paths over multiple frames. We demonstrate that our approach effectively reduces temporal flickering in animation sequences, significantly improving the visual quality compared to both path tracing and gradient-domain rendering of individual frames.
Marco Manzi, Markus Kettunen 0001, Frédo Durand, Matthias Zwicker, Jaakko Lehtinen
ACM Trans. Graph.4
2015 Recent Advances in Adaptive Sampling and Reconstruction for Monte Carlo Rendering
abstract
Abstract Monte Carlo integration is firmly established as the basis for most practical realistic image synthesis algorithms because of its flexibility and generality. However, the visual quality of rendered images often suffers from estimator variance, which appears as visually distracting noise. Adaptive sampling and reconstruction algorithms reduce variance by controlling the sampling density and aggregating samples in a reconstruction step, possibly over large image regions. In this paper we survey recent advances in this area. We distinguish between “a priori” methods that analyze the light transport equations and derive sampling rates and reconstruction filters from this analysis, and “a posteriori” methods that apply statistical techniques to sets of samples to drive the adaptive sampling and reconstruction process. They typically estimate the errors of several reconstruction filters, and select the best filter locally to minimize error. We discuss advantages and disadvantages of recent state‐of‐the‐art techniques, and provide visual and quantitative comparisons. Some of these techniques are proving useful in real‐world applications, and we aim to provide an overview for practitioners and researchers to assess these approaches. In addition, we discuss directions for potential further improvements.
Matthias Zwicker, Wojciech Jarosz, Jaakko Lehtinen, Bochang Moon, Ravi Ramamoorthi, Fabrice Rousselle, Pradeep Sen, Cyril Soler, Sung-Eui Yoon
Comput. Graph. Forum1
2015 Dual-Domain Filtering
abstract
We propose dual-domain filtering, an image processing paradigm that couples spatial domain with frequency domain filtering. Our dual-domain defined filter removes artifacts like residual noise of other image denoising methods and compression artifacts. Moreover, iterating the filter achieves state-of-the-art image denoising results, but with a much simpler algorithm than competing approaches. The simplicity and versatility of the dual-domain filter makes it an attractive tool for image processing.
Claude Knaus, Matthias Zwicker
SIAM J. Imaging Sci.2
2015 Gradient-domain path tracing
abstract
We introduce gradient-domain rendering for Monte Carlo image synthesis. While previous gradient-domain Metropolis Light Transport sought to distribute more samples in areas of high gradients, we show, in contrast, that estimating image gradients is also possible using standard (non-Metropolis) Monte Carlo algorithms, and furthermore, that even without changing the sample distribution, this often leads to significant error reduction. This broadens the applicability of gradient rendering considerably. To gain insight into the conditions under which gradient-domain sampling is beneficial, we present a frequency analysis that compares Monte Carlo sampling of gradients followed by Poisson reconstruction to traditional Monte Carlo sampling. Finally, we describe Gradient-Domain Path Tracing (G-PT), a relatively simple modification of the standard path tracing algorithm that can yield far superior results.
Markus Kettunen 0001, Marco Manzi, Miika Aittala, Jaakko Lehtinen, Frédo Durand, Matthias Zwicker
ACM Trans. Graph.6
2015 Deep points consolidation
abstract
In this paper, we present a consolidation method that is based on a new representation of 3D point sets. The key idea is to augment each surface point into a deep point by associating it with an inner point that resides on the meso-skeleton, which consists of a mixture of skeletal curves and sheets. The deep points representation is a result of a joint optimization applied to both ends of the deep points. The optimization objective is to fairly distribute the end points across the surface and the meso-skeleton, such that the deep point orientations agree with the surface normals. The optimization converges where the inner points form a coherent meso-skeleton, and the surface points are consolidated with the missing regions completed. The strength of this new representation stems from the fact that it is comprised of both local and non-local geometric information. We demonstrate the advantages of the deep points consolidation technique by employing it to consolidate and complete noisy point-sampled geometry with large missing parts.
Hui Huang 0004, Minglun Gong, Matthias Zwicker, Daniel Cohen-Or
ACM Trans. Graph.4
2014 Optimizing stereo-to-multiview conversion for autostereoscopic displays
abstract
Abstract 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. Forum5
2014 Interactive Diffraction from Biological Nanostructures
abstract
Abstract We describe a technique for interactive rendering of diffraction effects produced by biological nanostructures, such as snake skin surface gratings. Our approach uses imagery from atomic force microscopy that accurately captures the geometry of the nanostructures responsible for structural colouration, that is, colouration due to wave interference, in a variety of animals. We develop a rendering technique that constructs bidirectional reflection distribution functions (BRDFs) directly from the measured data and leverages pre‐computation to achieve interactive performance. We demonstrate results of our approach using various shapes of the surface grating nanostructures. Finally, we evaluate the accuracy of our pre‐computation‐based technique and compare to a reference BRDF construction technique
Daljit Singh Dhillon, Jeremie Teyssier, Michael Single, Iaroslav Gaponenko, Michel C. Milinkovitch, Matthias Zwicker
Comput. Graph. Forum6
2014 Progressive Image Denoising
abstract
Image denoising continues to be an active research topic. Although state-of-the-art denoising methods are numerically impressive and approch theoretical limits, they suffer from visible artifacts.While they produce acceptable results for natural images, human eyes are less forgiving when viewing synthetic images. At the same time, current methods are becoming more complex, making analysis, and implementation difficult. We propose image denoising as a simple physical process, which progressively reduces noise by deterministic annealing. The results of our implementation are numerically and visually excellent. We further demonstrate that our method is particularly suited for synthetic images. Finally, we offer a new perspective on image denoising using robust estimators.
Claude Knaus, Matthias Zwicker
IEEE Trans. Image Process.2
2014 Improved sampling for gradient-domain metropolis light transport
abstract
We present a generalized framework for gradient-domain Metropolis rendering, and introduce three techniques to reduce sampling artifacts and variance. The first one is a heuristic weighting strategy that combines several sampling techniques to avoid outliers. The second one is an improved mapping to generate offset paths required for computing gradients. Here we leverage the properties of manifold walks in path space to cancel out singularities. Finally, the third technique introduces generalized screen space gradient kernels. This approach aligns the gradient kernels with image structures such as texture edges and geometric discontinuities to obtain sparser gradients than with the conventional gradient kernel. We implement our framework on top of an existing Metropolis sampler, and we demonstrate significant improvements in visual and numerical quality of our results compared to previous work.
Marco Manzi, Fabrice Rousselle, Markus Kettunen 0001, Jaakko Lehtinen, Matthias Zwicker
ACM Trans. Graph.5
2014 Hand-held 3D light field photography and applications
Daniel Donatsch, Siavash Arjomand Bigdeli, Philippe Robert, Matthias Zwicker
Vis. Comput.4
2013 Dual-domain image denoising
abstract
Image denoising methods have been implemented in both spatial and transform domains. Each domain has its advantages and shortcomings, which can be complemented by each other. State-of-the-art methods like block-matching 3D filtering (BM3D) therefore combine both domains. However, implementation of such methods is not trivial. We offer a hybrid method that is surprisingly easy to implement and yet rivals BM3D in quality.
Claude Knaus, Matthias Zwicker
ICIP2
2013 Robust Denoising using Feature and Color Information
abstract
Abstract We propose a method that robustly combines color and feature buffers to denoise Monte Carlo renderings. On one hand, feature buffers, such as per pixel normals, textures, or depth, are effective in determining denoising filters because features are highly correlated with rendered images. Filters based solely on features, however, are prone to blurring image details that are not well represented by the features. On the other hand, color buffers represent all details, but they may be less effective to determine filters because they are contaminated by the noise that is supposed to be removed. We propose to obtain filters using a combination of color and feature buffers in an NL‐means and cross‐bilateral filtering framework. We determine a robust weighting of colors and features using a SURE‐based error estimate. We show significant improvements in subjective and quantitative errors compared to the previous state‐of‐theart. We also demonstrate adaptive sampling and space‐time filtering for animations.
Fabrice Rousselle, Marco Manzi, Matthias Zwicker
Comput. Graph. Forum3
2012 Adaptive rendering with non-local means filtering
abstract
We propose a novel approach for image space adaptive sampling and filtering in Monte Carlo rendering. We use an iterative scheme composed of three steps. First, we adaptively distribute samples in the image plane. Second, we denoise the image using a non-linear filter. Third, we estimate the residual per-pixel error of the filtered rendering, and the error estimate guides the sample distribution in the next iteration. The effectiveness of our approach hinges on the use of a state of the art image denoising technique, which we extend to an adaptive rendering framework. A key idea is to split the Monte Carlo samples into two buffers. This improves denoising performance and facilitates variance and error estimation. Our method relies only on the Monte Carlo samples, allowing us to handle arbitrary light transport and lens effects. In addition, it is robust to high noise levels and complex image content. We compare our approach to a state of the art adaptive rendering technique based on adaptive bandwidth selection and demonstrate substantial improvements in terms of both numerical error and visual quality. Our framework is easy to implement on top of standard Monte Carlo renderers and it incurs little computational overhead.
Fabrice Rousselle, Claude Knaus, Matthias Zwicker
ACM Trans. Graph.3
2011 Global registration of dynamic range scans for articulated model reconstruction
abstract
We present the articulated global registration algorithm to reconstruct articulated 3D models from dynamic range scan sequences. This new algorithm aligns multiple range scans simultaneously to reconstruct a full 3D model from the geometry of these scans. Unlike other methods, we express the surface motion in terms of a reduced deformable model and solve for joints and skinning weights. This allows a user to interactively manipulate the reconstructed 3D model to create new animations. We express the global registration as an optimization of both the alignment of the range scans and the articulated structure of the model. We employ a graph-based representation for the skinning weights that successfully handles difficult topological cases well. Joints between parts are estimated automatically and are used in the optimization to preserve the connectivity between parts. The algorithm also robustly handles difficult cases where parts suddenly disappear or reappear in the range scans. The global registration produces a more accurate registration compared to a sequential registration approach, because it estimates the articulated structure based on the motion observed in all input frames. We show that we can automatically reconstruct a variety of articulated models without the use of markers, user-placed correspondences, segmentation, or template model.
Will Chang, Matthias Zwicker
ACM Trans. Graph.2
2011 Progressive photon beams
abstract
We present progressive photon beams, a new algorithm for rendering complex lighting in participating media. Our technique is efficient, robust to complex light paths, and handles heterogeneous media and anisotropic scattering while provably converging to the correct solution using a bounded memory footprint. We achieve this by extending the recent photon beams variant of volumetric photon mapping. We show how to formulate a progressive radiance estimate using photon beams, providing the convergence guarantees and bounded memory usage of progressive photon mapping. Progressive photon beams can robustly handle situations that are difficult for most other algorithms, such as scenes containing participating media and specular interfaces, with realistic light sources completely enclosed by refractive and reflective materials. Our technique handles heterogeneous media and also trivially supports stochastic effects such as depth-of-field and glossy materials. Finally, we show how progressive photon beams can be implemented efficiently on the GPU as a splatting operation, making it applicable to interactive and real-time applications. These features make our technique scalable, providing the same physically-based algorithm for interactive feedback and reference-quality, unbiased solutions.
Wojciech Jarosz, Derek Nowrouzezahrai, Peter-Pike J. Sloan, Matthias Zwicker
ACM Trans. Graph.5
2011 Progressive photon mapping: A probabilistic approach
abstract
In this article we present a novel formulation of progressive photon mapping. Similar to the original progressive photon mapping algorithm, our approach is capable of computing global illumination solutions without bias in the limit, and it uses only a constant amount of memory. It produces high-quality results in situations that are difficult for most other algorithms, such as scenes with realistic light fixtures where the light sources are completely enclosed by refractive material. Our new formulation is based on a probabilistic derivation. The key property of our approach is that it does not require the maintenance of local photon statistics. In addition, our derivation allows for arbitrary kernels in the radiance estimate and includes stochastic ray tracing algorithms. Finally, our approach is readily applicable to volumetric photon mapping. We compare our algorithm to previous progressive photon mapping approaches and show that we achieve the same convergence to unbiased results, even without local photon statistics.
Claude Knaus, Matthias Zwicker
ACM Trans. Graph.2
2011 Adaptive sampling and reconstruction using greedy error minimization
abstract
We introduce a novel approach for image space adaptive sampling and reconstruction in Monte Carlo rendering. We greedily minimize relative mean squared error (MSE) by iterating over two steps. First, given a current sample distribution, we optimize over a discrete set of filters at each pixel and select the filter that minimizes the pixel error. Next, given the current filter selection, we distribute additional samples to further reduce MSE. The success of our approach hinges on a robust technique to select suitable per pixel filters. We develop a novel filter selection procedure that robustly solves this problem even with noisy input data. We evaluate our approach using effects such as motion blur, depth of field, interreflections, etc. We provide a comparison to a state-of-the-art algorithm based on wavelet shrinkage and show that we achieve significant improvements in numerical error and visual image quality. Our approach is simple to implement, requires a single user parameter, and is compatible with standard Monte Carlo rendering.
Fabrice Rousselle, Claude Knaus, Matthias Zwicker
ACM Trans. Graph.3
2011 Spatioangular Prefiltering for Multiview 3D Displays
abstract
In this paper, we analyze the reproduction of light fields on multiview 3D displays. A three-way interaction between the input light field signal (which is often aliased), the joint spatioangular sampling grids of multiview 3D displays, and the interview light leakage in modern multiview 3D displays is characterized in the joint spatioangular frequency domain. Reconstruction of light fields by all physical 3D displays is prone to light leakage, which means that the reconstruction low-pass filter implemented by the display is too broad in the angular domain. As a result, 3D displays excessively attenuate angular frequencies. Our analysis shows that this reduces sharpness of the images shown in the 3D displays. In this paper, stereoscopic image recovery is recast as a problem of joint spatioangular signal reconstruction. The combination of the 3D display point spread function and human visual system provides the narrow-band low-pass filter which removes spectral replicas in the reconstructed light field on the multiview display. The nonideality of this filter is corrected with the proposed prefiltering. The proposed light field reconstruction method performs light field antialiasing as well as angular sharpening to compensate for the nonideal response of the 3D display. The union of cosets approach which has been used earlier by others is employed here to model the nonrectangular spatioangular sampling grids on a multiview display in a generic fashion. We confirm the effectiveness of our approach in simulation and in physical hardware, and demonstrate improvement over existing techniques.
Vikas Ramachandra, Keigo Hirakawa, Matthias Zwicker, Truong Q. Nguyen
IEEE Trans. Vis. Comput. Graph.3
2010 Spatio-angular sharpening for multiview 3D displays
abstract
In this paper, we analyze the reproduction of light fields on multiview 3D displays. A two-way interaction between the input light field signal (which is often aliased) and the interview light leakage in modern multiview 3D displays is characterized in the joint spatio-angular frequency domain. Reconstruction of light fields by all physical 3D displays is prone to light leakage. This means that the reconstruction low pass filter implemented by the display is too broad in the angular domain, which causes loss of image sharpness. The combination of the 3D display point spread function and human visual system provides the narrow band low pass filter which removes spectral replicas in the reconstructed light field on the multiview display. The non-ideality of this filter is corrected with the proposed prefiltering technique.
Vikas Ramachandra, Keigo Hirakawa, Matthias Zwicker, Truong Q. Nguyen
ICASSP3
2010 A Survey of Procedural Noise Functions
abstract
Abstract Procedural noise functions are widely used in computer graphics, from off‐line rendering in movie production to interactive video games. The ability to add complex and intricate details at low memory and authoring cost is one of its main attractions. This survey is motivated by the inherent importance of noise in graphics, the widespread use of noise in industry and the fact that many recent research developments justify the need for an up‐to‐date survey. Our goal is to provide both a valuable entry point into the field of procedural noise functions, as well as a comprehensive view of the field to the informed reader. In this report, we cover procedural noise functions in all their aspects. We outline recent advances in research on this topic, discussing and comparing recent and well‐established methods. We first formally define procedural noise functions based on stochastic processes and then classify and review existing procedural noise functions. We discuss how procedural noise functions are used for modelling and how they are applied to surfaces. We then introduce analysis tools and apply them to evaluate and compare the major approaches to noise generation. We finally identify several directions for future work.
Ares Lagae, Sylvain Lefebvre 0001, Robert L. Cook 0001, Tony DeRose, George Drettakis, David S. Ebert, John P. Lewis, Ken Perlin, Matthias Zwicker
Comput. Graph. Forum9
2010 Bidirectional Search for Interactive Motion Synthesis
abstract
Abstract We present an approach to improve the search efficiency for near‐optimal motion synthesis using motion graphs. An optimal or near‐optimal path through a motion graph often leads to the most intuitive result. However, finding such a path can be computationally expensive. Our main contribution is a bidirectional search algorithm. We dynamically divide the search space evenly and merge two search trees to obtain the final solution. This cuts the maximum search depth almost in half and leads to significant speedup. To illustrate the benefits of our approach, we present an interactive sketching interface that allows users to specify complex motions quickly and intuitively.
Wan-Yen Lo, Matthias Zwicker
Comput. Graph. Forum2
2010 Stereoscopic 3D copy & paste
abstract
With 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.4
2009 Combined image plus depth seam carving for multiview 3D images
abstract
Multiview 3D displays have to multiplex a set of views on a single LCD panel. Due to this, each view has to be downsampled by a considerable amount leading to loss of details. In this paper, we extend the seam carving technique for adaptive resizing of images. It is proposed that the depth information be used along with the image pixel intensity values for resizing. This results in better resized multiview images. It is clear from the results presented that the object structure is maintained when the proposed method is used as compared to vanilla seam carving.
Vikas Ramachandra, Matthias Zwicker, Truong Q. Nguyen
ICASSP2
2009 Range Scan Registration Using Reduced Deformable Models
abstract
Abstract We present an unsupervised method for registering range scans of deforming, articulated shapes. The key idea is to model the motion of the underlying object using a reduced deformable model. We use a linear skinning model for its simplicity and represent the weight functions on a regular grid localized to the surface geometry. This decouples the deformation model from the surface representation and allows us to deal with the severe occlusion and missing data that is inherent in range scan data. We formulate the registration problem using an objective function that enforces close alignment of the 3D data and includes an intuitive notion of joints. This leads to an optimization problem that we solve using an efficient EM‐type algorithm. With our algorithm we obtain smooth deformations that accurately register pairs of range scans with significant motion and occlusion. The main advantages of our approach are that it does not require user specified markers, a template, nor manual segmentation of the surface geometry into rigid parts.
Will Chang, Matthias Zwicker
Comput. Graph. Forum2
2008 Display dependent coding for 3D video on automultiscopic displays
abstract
A method to adaptively code multiview videos has been proposed which uses the depth characteristics of automultiscopic multiview displays. It is found that for the 3D scene seen on multiview displays, regions appearing at large depths are rendered blurry. The proposed method identifies such regions and uses fewer bits to code them. Also, greater number of bits are used for regions which appear sharp on the 3D displays. The overall quality is better than regular AVC/H.264. For compatibility with the framework of scalable multiview coding, we introduce depth scalability. This ensures that the (hierarchical layerwise) encoded video bitstream can be optimally displayed on various displays with different depth properties.
Vikas Ramachandra, Matthias Zwicker, Truong Q. Nguyen
ICIP2
2008 Automatic Registration for Articulated Shapes
abstract
Abstract We present an unsupervised algorithm for aligning a pair of shapes in the presence of significant articulated motion and missing data, while assuming no knowledge of a template, user‐placed markers, segmentation, or the skeletal structure of the shape. We explicitly sample the motion, which gives a priori the set of possible rigid transformations between parts of the shapes. This transforms the problem into a discrete labeling problem, where the goal is to find an optimal assignment of transformations for aligning the shapes. We then apply graph cuts to optimize a novel cost function, which encodes a preference for a consistent motion assignment from both source to target and target to source. We demonstrate the robustness of our method by aligning several synthetic and real‐world datasets.
Will Chang, Matthias Zwicker
Comput. Graph. Forum2
2008 The Beam Radiance Estimate for Volumetric Photon Mapping
abstract
Abstract We present a new method for efficiently simulating the scattering of light within participating media. Using a theoretical reformulation of volumetric photon mapping, we develop a novel photon gathering technique for participating media. Traditional volumetric photon mapping samples the in‐scattered radiance at numerous points along the length of a single ray by performing costly range queries within the photon map. Our technique replaces these multiple point‐queries with a single beam‐query, which explicitly gathers all photons along the length of an entire ray. These photons are used to estimate the accumulated in‐scattered radiance arriving from a particular direction and need to be gathered only once per ray. Our method handles both fixed and adaptive kernels, is faster than regular volumetric photon mapping, and produces images with less noise.
Wojciech Jarosz, Matthias Zwicker, Henrik Wann Jensen
Comput. Graph. Forum2
2008 Irradiance Gradients in the Presence of Participating Media and Occlusions
abstract
Abstract In this paper we present a technique for computing translational gradients of indirect surface reflectance in scenes containing participating media and significant occlusions. These gradients describe how the incident radiance field changes with respect to translation on surfaces. Previous techniques for computing gradients ignore the effects of volume scattering and attenuation and assume that radiance is constant along rays connecting surfaces. We present a novel gradient formulation that correctly captures the influence of participating media. Our formulation accurately accounts for changes of occlusion, including the effect of surfaces occluding scattering media. We show how the proposed gradients can be used within an irradiance caching framework to more accurately handle scenes with participating media, providing significant improvements in interpolation quality.
Wojciech Jarosz, Matthias Zwicker, Henrik Wann Jensen
Comput. Graph. Forum2
2008 Anisotropic noise
abstract
This technical report contains errata and clarifications for the article A. Goldberg, M. Zwicker, and F. Durand. Anisotropic noise. ACM Transactions on Graphics, 27(3), 2008.
Alexander Goldberg, Matthias Zwicker, Frédo Durand
ACM Trans. Graph.2
2008 Multidimensional adaptive sampling and reconstruction for ray tracing
abstract
We present a new adaptive sampling strategy for ray tracing. Our technique is specifically designed to handle multidimensional sample domains, and it is well suited for efficiently generating images with effects such as soft shadows, motion blur, and depth of field. These effects are problematic for existing image based adaptive sampling techniques as they operate on pixels, which are possibly noisy results of a Monte Carlo ray tracing process. Our sampling technique operates on samples in the multidimensional space given by the rendering equation and as a consequence the value of each sample is noise-free. Our algorithm consists of two passes. In the first pass we adaptively generate samples in the multidimensional space, focusing on regions where the local contrast between samples is high. In the second pass we reconstruct the image by integrating the multidimensional function along all but the image dimensions. We perform a high quality anisotropic reconstruction by determining the extent of each sample in the multidimensional space using a structure tensor. We demonstrate our method on scenes with a 3 to 5 dimensional space, including soft shadows, motion blur, and depth of field. The results show that our method uses fewer samples than Mittchell's adaptive sampling technique while producing images with less noise.
Toshiya Hachisuka, Wojciech Jarosz, Richard Peter Weistroffer, Kevin Dale, Greg Humphreys, Matthias Zwicker, Henrik Wann Jensen
ACM Trans. Graph.6
2008 Radiance caching for participating media
abstract
In this article we present a novel radiance caching method for efficiently rendering participating media using Monte Carlo ray tracing. Our method handles all types of light scattering including anisotropic scattering, and it works in both homogeneous and heterogeneous media. A key contribution in the article is a technique for computing gradients of radiance evaluated in participating media. These gradients take the full path of the scattered light into account including the changing properties of the medium in the case of heterogeneous media. The gradients can be computed simultaneously with the inscattered radiance with negligible overhead. We compute gradients for single scattering from lights and surfaces and for multiple scattering, and we use a spherical harmonics representation in media with anisotropic scattering. Our second contribution is a new radiance caching scheme for participating media. This caching scheme uses the information in the radiance gradients to sparsely sample as well as interpolate radiance within the medium utilizing a novel, perceptually based error metric. Our method provides several orders of magnitude speedup compared to path tracing and produces higher quality results than volumetric photon mapping. Furthermore, it is view-driven and well suited for large scenes where methods such as photon mapping become costly.
Wojciech Jarosz, Craig Donner, Matthias Zwicker, Henrik Wann Jensen
ACM Trans. Graph.3
2008 A meshless hierarchical representation for light transport
abstract
We introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Non-hierarchical approaches such as per-vertex values are simple to implement, but lead to long precomputation. Hierarchical bases like wavelets lead to dramatic acceleration, but in their basic form they work well only on flat or smooth surfaces. We introduce a hierarchical function basis induced by scattered data approximation. It is decoupled from the geometric representation, allowing the hierarchical representation of illumination on complex objects. We present simple data structures and algorithms for constructing and evaluating the basis functions. Due to its hierarchical nature, our representation adapts to the complexity of the illumination, and can be queried at different scales. We demonstrate the power of the new basis in a novel precomputed direct-to-indirect light transport algorithm that greatly increases the complexity of scenes that can be handled by PRT approaches.
Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, Timo Aila
ACM Trans. Graph.2
2008 Hair photobooth: geometric and photometric acquisition of real hairstyles
abstract
We accurately capture the shape and appearance of a person's hairstyle. We use triangulation and a sweep with planes of light for the geometry. Multiple projectors and cameras address the challenges raised by the reflectance and intricate geometry of hair. We introduce the use of structure tensors to infer the hidden geometry between the hair surface and the scalp. Our triangulation approach affords substantial accuracy improvement and we are able to measure elaborate hair geometry including complex curls and concavities. To reproduce the hair appearance, we capture a six-dimensional reflectance field. We introduce a new reflectance interpolation technique that leverages an analytical reflectance model to alleviate cross-fading artifacts caused by linear methods. Our results closely match the real hairstyles and can be used for animation.
Sylvain Paris, Will Chang, Oleg I. Kozhushnyan, Wojciech Jarosz, Wojciech Matusik, Matthias Zwicker, Frédo Durand
ACM Trans. Graph.6
2007 Overview of Multiview Video Coding and Anti-Aliasing for 3D Displays
abstract
This paper addresses signal processing issues related to coded representation, reconstruction and rendering of multiview video for 3D displays. We provide an overview of standardization efforts for multiview video that are aimed at reducing data rates required to represent the multiview video in compressed form. We then present an anti-aliasing filtering technique that effectively eliminates ghosting artifacts when rendering multiview video on 3D displays. Since high-frequency components of the signal are removed, substantial reductions in the compressed data rate could also be realized. Finally, we discuss the importance of scalability in the context of multiview video coding and suggest a combined anti-aliasing and scalable decoding scheme to minimize decoding resources for a given 3D display.
Anthony Vetro, Sehoon Yea, Matthias Zwicker, Wojciech Matusik, Hanspeter Pfister
ICIP (1)3
2007 Display pre-filtering for multi-view video compression
abstract
Multi-view 3D displays are preferable to other stereoscopic display technologies because they provide autostereoscopic viewing from any viewpoint without special glasses. However, they require a large number of pixels to achieve high image quality. Therefore, data compression is a major issue for this approach. In this paper, we present a framework for efficient compression of multi-view video streams for multi-view 3D displays. Our goal is to optimize image quality without increasing the required data bandwidth. We achieve this by taking into account a precise notion of the multi-dimensional display bandwidth. The display bandwidth implies that scene elements that appear at a given distance from the display become increasingly blurry as the distance grows. Our main contribution is to enhance conventional multi-view compression pipelines with an additional pre-filtering step that bandlimits the multi-view signal to the display bandwidth. This imposes a shallow depth of field on the input images, thereby removing high frequency content. We show that this pre-filtering step leads to increased image quality compared to state-of-the-art multi-view coding at equal bitrate. We present results of an extensive user study that corroborate the benefits of our approach. Our work suggests that display pre-filtering will be a fundamental component in signal processing for 3D displays, and that any multi-view compression scheme will benefit from our pre-filtering technique.
Matthias Zwicker, Sehoon Yea, Anthony Vetro, Clifton Forlines, Wojciech Matusik, Hanspeter Pfister
ACM Multimedia1
2006 Antialiasing for Automultiscopic 3D Displays
Matthias Zwicker, Wojciech Matusik, Frédo Durand, Hanspeter Pfister
Rendering Techniques1
2005 Texture design using a simplicial complex of morphable textures
abstract
We present a system for designing novel textures in the space of textures induced by an input database. We capture the structure of the induced space by a simplicial complex where vertices of the simplices represent input textures. A user can generate new textures by interpolating within individual simplices. We propose a morphable interpolation for textures, which also defines a metric used to build the simplicial complex. To guarantee sharpness in interpolated textures, we enforce histograms of high-frequency content using a novel method for histogram interpolation. We allow users to continuously navigate in the simplicial complex and design new textures using a simple and efficient user interface. We demonstrate the usefulness of our system by integrating it with a 3D texture painting application, where the user interactively designs desired textures.
Wojciech Matusik, Matthias Zwicker, Frédo Durand
ACM Trans. Graph.2
2005 Mesh-based inverse kinematics
abstract
The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid mesh configurations, and a selection mechanism for choosing among them. Drawing an analogy to the traditional use of skeleton-based inverse kinematics for posing skeletons. we define mesh-based inverse kinematics as the problem of finding meaningful mesh deformations that meet specified vertex constraints.Our solution relies on example meshes to indicate the class of meaningful deformations. Each example is represented with a feature vector of deformation gradients that capture the affine transformations which individual triangles undergo relative to a reference pose. To pose a mesh, our algorithm efficiently searches among all meshes with specified vertex positions to find the one that is closest to some pose in a nonlinear span of the example feature vectors. Since the search is not restricted to the span of example shapes, this produces compelling deformations even when the constraints require poses that are different from those observed in the examples. Furthermore, because the span is formed by a nonlinear blend of the example feature vectors, the blending component of our system may also be used independently to pose meshes by specifying blending weights or to compute multi-way morph sequences.
Robert W. Sumner, Matthias Zwicker, Craig Gotsman, Jovan Popovic
ACM Trans. Graph.2
2004 Perspective Accurate Splatting
Matthias Zwicker, Jussi Räsänen, Mario Botsch, Carsten Dachsbacher, Mark Pauly
Graphics Interface1
2004 Hardware-Accelerated Adaptive EWA Volume Splatting
abstract
We present a hardware-accelerated adaptive EWA (elliptical weighted average) volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image quality without aliasing artifacts or excessive blurring. We introduce a novel adaptive filtering scheme to reduce the computational cost of EWA splatting. We show how this algorithm can be efficiently implemented on modern graphics processing units (GPUs). Our implementation includes interactive classification and fast lighting. To accelerate the rendering we store splat geometry and 3D volume data locally in GPU memory. We present results for several rectilinear volume datasets that demonstrate the high image quality and interactive rendering speed of our method.
Wei Chen 0001, Liu Ren 0001, Matthias Zwicker, Hanspeter Pfister
IEEE Visualization3
2004 Point-based Computer graphics
Matthias Zwicker, Mark Pauly
Comput. Graph.1
2002 Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering
abstract
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware, called object space EWA splatting. We derive an object space formulation of the EWA filter, which is amenable for acceleration by conventional triangle-based graphics hardware. We describe how to implement the object space EWA filter using a two pass rendering algorithm. In the first rendering pass, visibility splatting is performed by shifting opaque surfel polygons backward along the viewing rays, while in the second rendering pass view-dependent EWA prefiltering is performed by deforming texture mapped surfel polygons. We use texture mapping and alpha blending to facilitate the splatting process. We implement our algorithm using programmable vertex and pixel shaders, fully exploiting the capabilities of today's graphics processing units (GPUs). Our implementation renders up to 3 million points per second on recent PC graphics hardware, an order of magnitude more than a pure software implementation of screen space EWA surface splatting. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Display Algorithms
Liu Ren 0001, Hanspeter Pfister, Matthias Zwicker
Comput. Graph. Forum3
2002 Pointshop 3D: an interactive system for point-based surface editing
abstract
We 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.1
2002 EWA Splatting
abstract
We 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.1
2001 Surface splatting
abstract
Modern 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
SIGGRAPH1
2001 EWA Volume Splatting
abstract
In 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 Visualization1
2000 Surfels: surface elements as rendering primitives
abstract
Surface 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
SIGGRAPH2