Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Oliver Schreer

dblp:12/1122 · DBLP profile ↗
← Back
37ranked-venue papers
12as first author
4since 2021 · last 2025
0000-0001-6900-8287ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 33 · 11 first-author · 4 since 2021Artificial intelligence and machine learning · 7 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
5 papers
Rendering · 38% Virtual and augmented reality · 19% Computational photography and imaging · 14%
Artificial intelligence
2 papers
3D vision · 92% Robot navigation and mapping · 8%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 50% Recommender systems · 50%

Topics — the 14 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.612022
Multi-View Mesh Reconstruction with Neural Deferred Shading · CVPR 2022
Rendering
neural rendering
0.612022
Multi-View Mesh Reconstruction with Neural Deferred Shading · CVPR 2022
Recommender systems
content-based recommendation
0.212013
Multi-factor segmentation for topic visualization and recommendation: the MUST-VIS system · ACM Multimedia 2013
Information retrieval
multimedia analysis and retrieval
0.212013
Multi-factor segmentation for topic visualization and recommendation: the MUST-VIS system · ACM Multimedia 2013
Virtual and augmented reality
immersive media
0.212013
Ultrahigh-Resolution Panoramic Imaging for Format-Agnostic Video Production · Proc. IEEE 2013
Computational photography and imaging
panoramic imaging
0.212013
Ultrahigh-Resolution Panoramic Imaging for Format-Agnostic Video Production · Proc. IEEE 2013
Virtual and augmented reality › avatar
avatar animation
0.112008
Real-Time Vision and Speech Driven Avatars for Multimedia Applications · IEEE Trans. Multim. 2008
Computational photography and imaging
image stitching
0.012013
Ultrahigh-Resolution Panoramic Imaging for Format-Agnostic Video Production · Proc. IEEE 2013
Image and video processing › image fusion
multisensor image fusion
0.012013
Ultrahigh-Resolution Panoramic Imaging for Format-Agnostic Video Production · Proc. IEEE 2013
Visualization and visual analytics › text visualization
topic visualization
0.012013
Multi-factor segmentation for topic visualization and recommendation: the MUST-VIS system · ACM Multimedia 2013
Multimedia systems and quality of experience › video conferencing
video telephony
0.012008
Real-Time Vision and Speech Driven Avatars for Multimedia Applications · IEEE Trans. Multim. 2008
Robotics › Robot navigation and mapping › visual navigation
stereo-based navigation
0.011998
Stereo Vision-Based Navigation in Unknown Indoor Environment · ECCV (1) 1998
Robotics › Robot navigation and mapping
visual navigation
0.011998
Stereo Vision-Based Navigation in Unknown Indoor Environment · ECCV (1) 1998
Robotics › Robot navigation and mapping › mobile robot navigation
indoor navigation
0.011998
Stereo Vision-Based Navigation in Unknown Indoor Environment · ECCV (1) 1998

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

neural deferred shading · 1.1gradient descent · 1.1differentiable rasterization · 1.1keyword cloud · 0.3graph-based similarity · 0.3automatic speech recognition · 0.3multi-camera fusion · 0.2image stitching · 0.2speech recognition · 0.1computer vision · 0.1visual odometry · 0.0stereo vision · 0.0
YearPublicationVenuePosition
2025 Adaptive and Temporally Consistent Gaussian Surfels for Multi-View Dynamic Reconstruction
abstract
3D Gaussian Splatting has recently achieved notable success in novel view synthesis for dynamic scenes and ge-ometry reconstruction in static scenes. Building on these advancements, early methods have been developed for dy-namic surface reconstruction by globally optimizing entire sequences. However, reconstructing dynamic scenes with significant topology changes, emerging or disappearing ob-jects, and rapid movements remains a substantial chal-lenge, particularly for long sequences. To address these issues, we propose AT-GS, a novel method for reconstructing high-quality dynamic surfaces from multi-view videos through per-frame incremental optimization. To avoid local minima across frames, we introduce a unified and adaptive gradient-aware densification strategy that integrates the strengths of conventional cloning and splitting techniques. Additionally, we reduce temporal jittering in dy-namic surfaces by ensuring consistency in curvature maps across consecutive frames. Our method achieves superior accuracy and temporal coherence in dynamic surface re-construction, delivering high-fidelity space-time novel view synthesis, even in complex and challenging scenes. Extensive experiments on diverse multi-view video datasets demonstrate the effectiveness of our approach, showing clear advantages over baseline methods. Project page: https://fraunhoferhhi.github.io/AT-GS
Decai Chen, Brianne Oberson, Ingo Feldmann, Oliver Schreer, Anna Hilsmann, Peter Eisert
WACV4
2023 Dynamic Multi-View Scene Reconstruction Using Neural Implicit Surface
abstract
Reconstructing general dynamic scenes is important for many computer vision and graphics applications. Recent works represent the dynamic scene with neural radiance fields for photorealistic view synthesis, while their surface geometry is under-constrained and noisy. Other works introduce surface constraints to the implicit neural representation to disentangle the ambiguity of geometry and appearance field for static scene reconstruction. To bridge the gap between rendering dynamic scenes and recovering static surface geometry, we propose a template-free method to reconstruct surface geometry and appearance using neural implicit representations from multi-view videos. We leverage topology-aware deformation and the signed distance field to learn complex dynamic surfaces via differentiable volume rendering without scene-specific prior knowledge like template models. Furthermore, we propose a novel mask-based ray selection strategy to significantly boost the optimization on challenging time-varying regions. Experiments on different multi-view video datasets demonstrate that our method achieves high-fidelity surface reconstruction as well as photorealistic novel view synthesis.
Decai Chen, Haofei Lu, Ingo Feldmann, Oliver Schreer, Peter Eisert
ICASSP4
2023 Recovering Fine Details for Neural Implicit Surface Reconstruction
abstract
Recent works on implicit neural representations have made significant strides. Learning implicit neural surfaces using volume rendering has gained popularity in multi-view reconstruction without 3D supervision. However, accurately recovering fine details is still challenging, due to the underlying ambiguity of geometry and appearance representation. In this paper, we present D-NeuS, a volume rendering-base neural implicit surface reconstruction method capable to recover fine geometry details, which extends NeuS by two additional loss functions targeting enhanced reconstruction quality. First, we encourage the rendered surface points from alpha compositing to have zero signed distance values, alleviating the geometry bias arising from transforming SDF to density for volume rendering. Second, we impose multi-view feature consistency on the surface points, derived by interpolating SDF zerocrossings from sampled points along rays. Extensive quantitative and qualitative results demonstrate that our method reconstructs high-accuracy surfaces with details, and outperforms the state of the art.1
Decai Chen, Ingo Feldmann, Oliver Schreer, Peter Eisert
WACV4
2022 Multi-View Mesh Reconstruction with Neural Deferred Shading
abstract
We propose an analysis-by-synthesis method for fast multi-view 3D reconstruction of opaque objects with arbitrary materials and illumination. State-of-the-art methods use both neural surface representations and neural rendering. While flexible, neural surface representations are a significant bottleneck in optimization runtime. Instead, we represent surfaces as triangle meshes and build a differentiable rendering pipeline around triangle rasterization and neural shading. The renderer is used in a gradient descent optimization where both a triangle mesh and a neural shader are jointly optimized to reproduce the multi-view images. We evaluate our method on a public 3D reconstruction dataset and show that it can match the reconstruction accuracy of traditional baselines and neural approaches while surpassing them in optimization runtime. Additionally, we investigate the shader and find that it learns an interpretable representation of appearance, enabling applications such as 3D material editing.
Markus Worchel, Weiwen Hu, Oliver Schreer, Ingo Feldmann, Peter Eisert
CVPR4
2020 Going beyond free viewpoint: creating animatable volumetric video of human performances
abstract
An end‐to‐end pipeline for the creation of high‐quality animatable volumetric video of human performances is presented. Going beyond the application of free‐viewpoint video, the authors allow re‐animation and alteration of an actor's performance through the enrichment of the captured data with semantics and animation properties. Hybrid geometry‐ and video‐based animation methods are applied that allow a direct animation of the high‐quality data itself instead of creating a CG model that resembles the captured data. Semantic enrichment and animation are achieved by establishing temporal consistency followed by automatic rigging of each 3D frame using a parametric human body model. The hybrid approach combines the flexibility of classical CG animation with the realism of real captured data. For the face, coarse movements are modelled in the geometry only, while very fine and subtle details, often lacking in purely geometric methods, are captured in video textures, which can interactively be combined to form new facial expressions. On top of that, regions that are challenging to synthesise, such as the teeth or the eyes, are learned and filled in realistically in an autoencoder‐based approach. This study covers the full pipeline from capturing, volumetric video production, and enrichment with semantics for the final hybrid animation.
Anna Hilsmann, Philipp Fechteler, Wieland Morgenstern, Wolfgang Paier, Ingo Feldmann, Oliver Schreer, Peter Eisert
IET Comput. Vis.6
2019 Capture and 3D Video Processing of Volumetric Video
abstract
Volumetric video is regarded worldwide as the next important development step in the field of media production. Especially in the context of the extremely rapid development of the Virtual Reality (VR) and Augmented Reality (AR) markets, volumetric video is becoming a key technology. In this paper, a new capture and processing system for volumetric video is presented, called 3D Human Body Reconstruction (3DHBR). The system is based on 16 stereo pairs of high-resolution cameras capturing a moving person in 360 degree. A novel stereo approach provides depth information from all perspectives, which is then fused to a single consistent 3D point cloud. A meshing and mesh reduction algorithm finally produces a sequence of meshes that can be integrated into common render engines. Given that, an integration of realistic dynamic 3D reconstructions of moving persons in VR and AR applications is possible.
Oliver Schreer, Ingo Feldmann, Sylvain Renault, Marcus Zepp, Markus Worchel, Peter Eisert, Peter Kauff
ICIP1
2017 Fully automated highly accurate 3D reconstruction from multiple views
abstract
The reconstruction of real world objects becomes even more important in the view creating highly realistic scenes for Virtual Reality applications. In this paper, we present a fully automated algorithmic pipeline for high-quality 3D reconstruction of real world objects. The proposed method refines an initial 3D model by exploiting the results of additional pairwise stereo depth estimation. An automatic camera selection approach provides different point clouds, which are fused into a common coherent and highly detailed 3D model. The quality of the reconstruction results is discussed in comparison to several state-of-the-art tools, also in the context of automation and performance.
Thomas Ebner, Oliver Schreer, Ingo Feldmann
ICIP2
2016 Real-time 3D body reconstruction for immersive TV
abstract
In this work, a novel and fast algorithm for real-time 3D body reconstruction from stereo sequences is proposed. The main contributions of this work consist of a novel approach for a statistically guided stereo processing and a data parallel iteration scheme for 3D estimation that includes temporal predecessors from a local spatial neighborhood. A purely GPU based implementation is provided that exhibits a nearly linear scaling of the runtime with respect to the number of GPUs. This leads to an inherent sub-pixel processing due to the availability of hardware supported texture lookups. Our implementation is able to process 4K (UHD) stereo streams on a 4×4 grid with 30 fps on a single state-of-the-art consumer graphics card. The algorithmic performance of our approach is demonstrated in the context of an immersive TV application.
Wolfgang Waizenegger, Ingo Feldmann, Oliver Schreer, Peter Kauff, Peter Eisert
ICIP3
2014 Diarizing large corpora using multi-modal speaker linking
abstract
602
Marc Ferras, Stefano Masneri, Oliver Schreer, Hervé Bourlard
INTERSPEECH3
2013 Scene flow constrained multi-prior patch-sweeping for real-time upper body 3D reconstruction
abstract
We present a high performance real-time approach for robust 3D structure estimation of human bodies. Our idea extends state of the art high precision patch-sweep techniques by exploiting temporal information. By parameterizing 3D patches in the spatio-temporal domain we gain increased quality and robustness, while the computational complexity decreases drastically. The key to these improvements is the utilization of a global scene flow like prior called spatio-temporal object (STO). The target application of our method reaches from video communication and virtual eye contact scenarios till future digital cinema 3D post-production and real-time person modelling and modification. The result of this work extends a novel 3D scene representation developed in the EC research project SCENE.
Wolfgang Waizenegger, Ingo Feldmann, Oliver Schreer, Peter Eisert
ICIP3
2013 Multi-factor segmentation for topic visualization and recommendation: the MUST-VIS system
abstract
This paper presents the MUST-VIS system for the MediaMixer/VideoLectures.NET Temporal Segmentation and Annotation Grand Challenge. The system allows users to visualize a lecture as a series of segments represented by keyword clouds, with relations to other similar lectures and segments. Segmentation is performed using a multi-factor algorithm which takes advantage of the audio (through automatic speech recognition and word-based segmentation) and video (through the detection of actions such as writing on the blackboard). The similarity across segments and lectures is computed using a content-based recommendation algorithm. Overall, the graph-based representation of segment similarity appears to be a promising and cost-effective approach to navigating lecture databases.
Chidansh Amitkumar Bhatt, Andrei Popescu-Belis, Maryam Habibi, Sandy Ingram, Stefano Masneri, Fergus R. McInnes, Nikolaos Pappas 0002, Oliver Schreer
ACM Multimedia8
2013 Towards a format-agnostic approach for production, delivery and rendering of immersive media
abstract
The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalization (selection and control of content, availability on many devices). We investigate the feasibility of an end-to-end format-agnostic approach to support both these trends. In this paper, different aspects of a format-agnostic capture, production, delivery and rendering system are discussed. At the capture stage, the concept of layered scene representation is introduced, including panoramic video and 3D audio capture. At the analysis stage, a virtual director component is discussed that allows for automatic execution of cinematographic principles, using feature tracking and saliency detection. At the delivery stage, resolution-independent audiovisual transport mechanisms for both managed and unmanaged networks are treated. In the rendering stage, a rendering process that includes the manipulation of audiovisual content to match the connected display and loudspeaker properties is introduced. Different parts of the complete system are revisited demonstrating the requirements and the potential of this advanced concept.
Omar Niamut, Axel Kochale, Javier Ruiz Hidalgo, Rene Kaiser, Jens Spille, Jean-François Macq, Gert Kienast, Oliver Schreer, Ben Shirley
MMSys8
2013 Ultrahigh-Resolution Panoramic Imaging for Format-Agnostic Video Production
abstract
It is widely accepted that the emerging concept of immersive media is one of the key technologies for future entertainment. One feature of immersive media is to use large panoramic screens with ultrahigh resolution. This technology requires a completely new production grammar that is not necessarily compatible with conventional production formats. Against this background the paper describes a new approach called format-agnostic production that bridges the gap between different target formats and applications. It does not use fixed numbers of frames, lines and pixels, or even geometry. The philosophy is to merge video signals from different camera sensors with different spatio-temporal resolutions and dynamic ranges to a wide-angle panoramic view of the scene. Hence, to support a wide range of applications from mobile devices to immersive media, any desired shot framing and resolution can be obtained by scanning, panning, or zooming. Apart from a general description of the concept and the system architecture, the paper will mainly focus on technical details of ultrahigh-resolution panoramic imaging which plays a central role in the concept of format-agnostic production.
Oliver Schreer, Ingo Feldmann, Christian Weissig, Peter Kauff, Ralf Schäfer
Proc. IEEE1
2012 Model based 3D gaze estimation for provision of virtual eye contact
abstract
In recent years, video communication has received a rapidly increasing interest on the market. Still unsolved is the problem of eye contact. The conferee still needs to decide whether to look into the camera or directly to the screen. Recently, a solution to this problem was presented which is based on a real-time 3D modeling of the conferees [1]. In order to achieve direct eye contact the authors defined a virtual camera directly on the screen in the eyes of the remote conferee. This paper discusses the problem of adequately positioning this virtual camera. A new approach will be presented which performs an eye and gaze tracking directly on the real-time 3D model rather than on the 2D image. Our methods not only provides robust and highly accurate results but is also able to additionally measure the distance between the conferees eye and the display with high precision.
Wolfgang Waizenegger, Nicole Atzpadin, Oliver Schreer, Ingo Feldmann, Peter Eisert
ICIP3
2012 AVATecH - automated annotation through audio and video analysis
Przemyslaw Lenkiewicz, Binyam Gebrekidan Gebre, Oliver Schreer, Stefano Masneri, Daniel Schneider 0003, Sebastian Tschöpel
LREC3
2012 The Ultimate Immersive Experience: Panoramic 3D Video Acquisition
Christian Weissig, Oliver Schreer, Peter Eisert, Peter Kauff
MMM2
2011 Patch-sweeping with robust prior for high precision depth estimation in real-time systems
abstract
This paper presents a novel real-time approach for robust high precision and high quality depth estimation. It extends recent work on real-time Patch-Sweeping by combining the advantages of a robust hybrid stereo-based disparity estimator with the high accuracy of the Patch-Sweeping approach. It over- comes limitations of the existing Patch-Sweep approach, such as limited search range. Further, it implicitly benefits from the high robustness as well as time consistency of the disparity estimator. The presented overall algorithmic system concept introduces a powerful alternative to traditional real-time depth estimation approaches. Additionally, the proposed algorithmic structures allow a high degree of parallelization. Based on this, the computational effort could be efficiently balanced between GPU and CPU processing. The target platform of the proposed algorithmic chain is a real-time immersive 3D video communication system which requires highly accurate 3D estimation results for a high quality virtual eye contact generation.
Wolfgang Waizenegger, Nicole Atzpadin, Oliver Schreer, Ingo Feldmann
ICIP3
2010 ELAN as Flexible Annotation Framework for Sound and Image Processing Detectors
Eric Auer, Albert Russel, Han Sloetjes, Peter Wittenburg, Oliver Schreer, S. Masnieri, Daniel Schneider 0003, Sebastian Tschöpel
LREC5
2010 ACM multimedia 2010 workshop on 3D video processing
abstract
Research on 3D video processing has gained a tremendous amount of momentum due to advances in video communications, broadcasting and entertainment technology (e.g., animation blockbusters like Avatar and Up). There is an increasing need for reliable technologies capable of visualizing 3-D content from viewpoints decided by the user; the 2010 football World Cup in South Africa has made very evident the need to replay crucial football footage from new viewpoints to decide whether the ball has or has not crossed the goal line. Remote videoconferencing prototypes are introducing a sense of presence into large- and small-scale (PC-based) systems alike by manipulating single and multiple video sequences to improve eye contact and place participants in convincing virtual spaces. All this, and more, is pushing the introduction of 3D services and the development of high-quality 3D displays to be available in a future which is drawing nearer and nearer.
Oliver Schreer, Adrian Hilton 0001, Emanuele Trucco
ACM Multimedia1
2010 RUSHES - an annotation and retrieval engine for multimedia semantic units
Oliver Schreer, Ingo Feldmann, Isabel Alonso Mediavilla, Pedro Concejero, Abdul Hamid Sadka, Mohammad Rafiq Swash, Sergio Benini, Riccardo Leonardi, Tijana Janjusevic, Ebroul Izquierdo
Multim. Tools Appl.1
2009 Multi-view depth estimation based on visual-hull enhanced Hybrid Recursive Matching for 3D video conference systems
abstract
This paper discusses the problem of high quality depth map estimation for real-time systems. Our work is based on the European FP7 project 3DPresence which aims to build a multi-view and multiuser 3D videoconferencing system. Based on new multi-view auto-stereoscopic display technology the remote conferees will be rendered as an integral part of a three dimensional virtual shared environment. In order to create the related views for the 3D displays as well as to virtually correct the eye contact problem robust depth maps are required. For this purpose, in this paper we will discuss the fusion of two competing approaches which have, from a camera configuration point of view, contrary to each other properties. Namely, we will combine the volumetric Visual Hull (VH) approach with the stereo matching based Hybrid Recursive Matching (HRM) to a new method which benefits from the advantages of both techniques and discards their weak points.
Ingo Feldmann, Nicole Atzpadin, Oliver Schreer, Jose Carlos Pujol-Alcolado, José Luis Landabaso, Òscar Divorra Escoda
ICIP3
2008 Extraction of 3D scene structure for semantic annotation and retrieval of unedited video
abstract
In this paper we discuss the application of 3D scene reconstruction techniques in the area of automatic semantic annotation, search and retrieval of unedited video footage. Rather than working with static key-frames we exploit the time-depended dynamic properties of a moving camera. Based on state of the art camera self calibration techniques we develop a powerful analysis chain. We demonstrate, that the reconstructed 3D scene information can be used to generate both, accurate low level scene descriptors as well as meaningful medium and high level semantic information. We show, that the proposed algorithms work even in case of sparse data sets. The proposed algorithms provide a powerful working base for further investigations in the area of low, medium and high level extraction of semantic information for unedited video.
Ingo Feldmann, Wolfgang Waizenegger, Oliver Schreer
MMSP3
2008 Real-Time Vision and Speech Driven Avatars for Multimedia Applications
abstract
Recent progress in advanced video communication services and multimedia applications is grounded on novel human machine interfaces, improved usability, and user friendliness driven by user centric research and development. In this paper, we describe a complete system concept and algorithmic details of an example application within this area. The key features of the system are vision and speech based interfaces, which are used to animate an avatar for an audio-visual representation of a communication partner. The system is applied in two application scenarios, namely video chat and customer care services. Both applications are mass-market oriented and therefore careful design and development of robust and supporting user interfaces are required. The presented approach is integrated into a complete real-time prototype system, which is permanently demonstrated in the showcase at the head quarter of Deutsche Telekom, Bonn, Germany.
Oliver Schreer, Roman Englert, Peter Eisert, Ralf Tanger
IEEE Trans. Multim.1
2007 Depth map creation and image-based rendering for advanced 3DTV services providing interoperability and scalability
Peter Kauff, Nicole Atzpadin, Christoph Fehn, Marcus Müller 0001, Oliver Schreer, Aljoscha Smolic, Ralf Tanger
Signal Process. Image Commun.5
2006 An Advanced 3DTV Concept Providing Interoperability and Scalability for a Wide Range of Multi-Baseline Geometries
abstract
The paper discusses an advanced approach for 3DTV services that is based on the concept of an N× video-plus-depth data representation. It particularly considers aspects of interoperability, scalability, and adaptability for the case that different multi-baseline geometries are used for multi-view capturing and 3D reproduction. In addition, it presents a method for the creation of depth maps and an algorithm for depth-image-based rendering related to the system approach.
Christoph Fehn, Nicole Atzpadin, Marcus Müller 0001, Oliver Schreer, Aljoscha Smolic, Ralf Tanger, Peter Kauff
ICIP4
2006 Towards Robust Intuitive Vision-Based User Interfaces
abstract
In future video communication services, the user's communication device, such as PC, laptop, PDA or mobile phone is equipped with new interaction modalities. These can be cameras and microphones on the capturing side and speech synthesis and video/3D graphics on the rendering side. Haptic and tactile interfaces become also available. These modalities help the user to interact more intuitive with complex devices and tools and provide new services. Hence, a key challenge of new modalities is robustness and stability under general conditions in arbitrary environments. Furthermore, inexperienced users should be able to use these new capabilities without dedicated knowledge of device settings or algorithms. In this paper, we will present some key components for a robust vision-based user interface, which are integrated in an advanced future video communication service
Oliver Schreer, Peter Eisert, Peter Kauff, Ralf Tanger, Roman Englert
ICME1
2006 A Flexible 3D TV System for Different Multi-Baseline Geometries
abstract
Interoperability, scalability and adaptability are important features for a successful introduction of future 3D TV services. Hence, new concepts must be able to adapt the multi-view geometry of the capturing system to the geometry of the 3D reproduction systems. An approach is discussed, which considers these adaptation issues based on the concept of an Ntimesvideo-plus-depth data representation. The core algorithms for depth map creation on the analysis side and depth image based rendering on the reproduction side are presented
Oliver Schreer, Christoph Fehn, Nicole Atzpadin, Marcus Müller 0001, Aljoscha Smolic, Ralf Tanger, Peter Kauff
ICME1
2004 Stereo analysis by hybrid recursive matching for real-time immersive video conferencing
abstract
Real-time stereo analysis is an important research area in computer vision. In this context, we propose a stereo algorithm for an immersive video-conferencing system by which conferees at different geographical places can meet under similar conditions as in the real world. For this purpose, virtual views of the remote conferees are generated and adapted to the current viewpoint of the local participant. Dense vector fields of high accuracy are required in order to guarantee an adequate quality of the virtual views. Due to the usage of a wide baseline system with strongly convergent camera configurations, the dynamic disparity range is about 150 pixels. Considering computational costs, a full search or even a local search restricted to a small window of a few pixels, as it is implemented in many real-time algorithms, is not suitable for our application because processing on full-resolution video according to CCIR 601 TV standard with 25 frames per second is addressed-the most desirable as a pure software solution running on available processors without any support from dedicated hardware. Therefore, we propose in this paper a new fast algorithm for stereo analysis, which circumvents the window search by using a hybrid recursive matching strategy based on the effective selection of a small number of candidates. However, stereo analysis requires more than a straightforward application of stereo matching. The crucial problem is to produce accurate stereo correspondences in all parts of the image. Especially, errors in occluded regions and homogenous or less structured regions lead to disturbing artifacts in the synthesized virtual views. To cope with this problem, mismatches have to be detected and substituted by a sophisticated interpolation and extrapolation scheme.
Nicole Atzpadin, Peter Kauff, Oliver Schreer
IEEE Trans. Circuits Syst. Video Technol.3
2004 Three-dimensional image processing in the future of immersive media
abstract
This survey paper discusses the three-dimensional image processing challenges posed by present and future immersive telecommunications, especially immersive video conferencing and television. We introduce the concepts of presence, immersion, and co-presence and discuss their relation to virtual collaborative environments in the context of communications. Several examples are used to illustrate the current state of the art. We highlight the crucial need of real-time, highly realistic video with adaptive viewpoint for future immersive communications and identify calibration, multiple-view analysis, tracking, and view synthesis as the fundamental image-processing modules addressing such a need. For each topic, we sketch the basic problem and representative solutions from the image processing literature.
Francesco Isgrò, Emanuele Trucco, Oliver Schreer
IEEE Trans. Circuits Syst. Video Technol.3
2004 Introduction to the Special Issue on Immersive Telecommunications
abstract
S.285-287
Oliver Schreer, Henry Fuchs, Wijnand A. IJsselsteijn, Hiroshi Yasuda
IEEE Trans. Circuits Syst. Video Technol.1
2003 A modular approach to virtual view creation for a scalable immersive teleconferencing configuration
abstract
This paper details a new modular approach to virtual view creation that is designed to work in conjunction with a proposed scalable teleconferencing configuration. This scalable system is configured using building blocks defined as stereo camera analysis blocks (SCAB). SCABs consist of axe-parallel narrow baseline stereo cameras. These provide design flexibility and improve the image analysis process. Virtual view creation is modular in such that we can add or remove SCABs based on our particular requirements without having to modify the view synthesis algorithm. A new approach to virtual view creation from multiple images is defined. This contains two separate processes: surface segmentation, which identifies surfaces, and surface selection and merging, which selects and integrates the best view of a required surface into the virtual view. The surfaces are identified via a sampling density function while the surface selection procedure is based on a weighting scheme.
Eddie Cooke, Ingo Feldmann, Peter Kauff, Oliver Schreer
ICIP (3)4
2003 Advanced 3D signal processing for Virtual Team User Environments
abstract
In this paper we present an advanced 3D signal processing for an extended architecture of 'Virtual Team User Environments (VIRTUE)' - a proposed concept on immersive 3D videoconferencing. Due to certain reasons the current VIRTUE architecture is restricted to a connection between three single user terminals. To overcome these shortcomings, a flexible multi-user concept is currently under investigation. One key challenge of such a multi-user concept is a robust 3D video processing including tracking, segmentation and depth analysis, which can be applied to a couple of participants sitting in front of the extended VIRTUE terminal. Against this background this paper presents a joint segmentation and disparity estimation approach which allows an accurate and robust 3D analysis providing the required input for an arbitrary synthesis of virtual views at the remote stations.
Oliver Schreer, Nicole Atzpadin, Serap Askar, Peter Kauff
ICME1
2002 Virtual team user environments - a step from tele-cubicles towards distributed tele-collaboration in mediated workspaces
abstract
We introduce a new concept of an immersive 3D video-conference system and immersive tele-collaboration. Based on the principle of a shared virtual table environment (SVTE), the key features of the new system concept are explained and compared to the other SVTE approaches like tele-cubicles. Furthermore we present a complete system architecture based on MPEG-4 technology and discuss first implementations.
Peter Kauff, Oliver Schreer
ICME (2)2
2002 PCI-based multi-processor system for immersive videoconference terminals
abstract
This paper introduces newly developed hardware components and configuration aspects for a complex video-processing system based on PCI architectures. Originally designed for an immersive videoconference system, the modular, scalable and cost efficient multi-processor structure can also be applied to other demanding signal processing applications. Announcing the videoconference system, we derive and explain the structure of a PCI subsystem based on four TriMedia processors and an open interface architecture. First application results of the introduced components are presented regarding PCI compatibility, processing power as well as the system architecture for an immersive videoconference system.
Oliver Schreer, Michael Karl 0001, Peter Kauff
ICME (2)1
2002 3D analysis and image-based rendering for immersive TV applications
Christoph Fehn, Eddie Cooke, Oliver Schreer, Peter Kauff
Signal Process. Image Commun.3
2000 A Comparative Study on Disparity Analysis Based on Convergent and Rectified Views
abstract
In this paper, we present results of a comparative study on disparity analysis of convergent stereo systems. If the epipolar geometry is known, disparity analysis can be performed by computing the disparity along the epipolar line in the original views. Using a parallel stereo algorithm, the convergent views have to be rectified in order to have horizontal and parallel epipolar lines. In this study, both approaches are investigated with respect to the computational effort and the quality of the disparity analysis results. 1
Oliver Schreer, Nicole Brandenburg, Peter Kauff
BMVC1
1998 Stereo Vision-Based Navigation in Unknown Indoor Environment
Oliver Schreer
ECCV (1)1