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Thomas Schöps

dblp:147/6807 · DBLP profile ↗
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10ranked-venue papers
8as first author
0since 2021 · last 2020
0000-0002-5222-4247ORCID · corroborated

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

Artificial intelligence and machine learning · 7 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 6 first-authorSystems, architecture and hardware · 1Human-computer interaction and ubiquitous 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.

Artificial intelligence
7 papers
3D vision · 66% Robot navigation and mapping · 29% Autonomous driving · 6%
Computer graphics and multimedia
2 papers
Rendering · 50% Image and video processing · 25% Virtual and augmented reality · 24%

Topics — the 23 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.722020
SurfelMeshing: Online Surfel-Based Mesh Reconstruction · IEEE Trans. Pattern Anal. Mach. Intell. 2020
A Multi-view Stereo Benchmark with High-Resolution Images and Multi-camera Videos · CVPR 2017
Robotics › Robot navigation and mapping
SLAM
0.732020
BAD SLAM: Bundle Adjusted Direct RGB-D SLAM · CVPR 2019
LSD-SLAM: Large-Scale Direct Monocular SLAM · ECCV (2) 2014
SurfelMeshing: Online Surfel-Based Mesh Reconstruction · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Computer vision › 3D vision
camera calibration
0.412020
Why Having 10, 000 Parameters in Your Camera Model Is Better Than Twelve · CVPR 2020
Computer vision › 3D vision › camera calibration
camera model
0.412020
Why Having 10, 000 Parameters in Your Camera Model Is Better Than Twelve · CVPR 2020
Computer vision › 3D vision › 3d reconstruction
surface reconstruction
0.412020
SurfelMeshing: Online Surfel-Based Mesh Reconstruction · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Computer vision › 3D vision › structure from motion
bundle adjustment
0.412019
BAD SLAM: Bundle Adjusted Direct RGB-D SLAM · CVPR 2019
Robotics › Robot navigation and mapping › SLAM › visual SLAM
direct visual SLAM
0.312017
Illumination change robustness in direct visual SLAM · ICRA 2017
Robotics › Autonomous driving › perception › perception robustness
illumination change robustness
0.312017
Illumination change robustness in direct visual SLAM · ICRA 2017
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.312017
A Multi-view Stereo Benchmark with High-Resolution Images and Multi-camera Videos · CVPR 2017
Robotics › Robot navigation and mapping › SLAM
visual SLAM
0.312017
Illumination change robustness in direct visual SLAM · ICRA 2017
Image and video processing › image restoration › image inpainting
depth-aware inpainting
0.312017
Real-Time View Correction for Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
image-based rendering
0.312017
Real-Time View Correction for Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
novel view synthesis
0.312017
Real-Time View Correction for Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Computer vision › 3D vision
depth estimation
0.212014
Semi-dense visual odometry for AR on a smartphone · ISMAR 2014
Computer vision › 3D vision › depth estimation › depth map
semi-dense depth map
0.212014
Semi-dense visual odometry for AR on a smartphone · ISMAR 2014
Virtual and augmented reality › tracking
visual odometry
0.212014
Semi-dense visual odometry for AR on a smartphone · ISMAR 2014
Computer vision › 3D vision › depth estimation
stereo depth estimation
0.112020
Why Having 10, 000 Parameters in Your Camera Model Is Better Than Twelve · CVPR 2020
Robotics › Robot navigation and mapping › SLAM
SLAM benchmarking
0.112019
BAD SLAM: Bundle Adjusted Direct RGB-D SLAM · CVPR 2019
Computer vision › 3D vision
direct image alignment
0.112017
Illumination change robustness in direct visual SLAM · ICRA 2017
Robotics › Robot navigation and mapping
visual odometry
0.112017
Illumination change robustness in direct visual SLAM · ICRA 2017
Virtual and augmented reality › augmented reality
mobile augmented reality
0.112017
Real-Time View Correction for Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Computer vision › 3D vision
camera pose estimation
0.112014
LSD-SLAM: Large-Scale Direct Monocular SLAM · ECCV (2) 2014
Immersive interaction
augmented reality
0.112014
Semi-dense visual odometry for AR on a smartphone · ISMAR 2014

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

photometric error minimization · 0.7direct image alignment · 0.6surfel cloud deformation · 0.4asynchronic retriangulation · 0.4global shutter synchronization · 0.4direct bundle adjustment · 0.4stereo matching · 0.4temporal consistency · 0.3screen-camera calibration · 0.3lucas-kanade · 0.3laser scan alignment · 0.3census-based matching · 0.3RGB-D processing · 0.3direct photometric error minimization · 0.2
YearPublicationVenuePosition
2020 Why Having 10, 000 Parameters in Your Camera Model Is Better Than Twelve
abstract
Camera calibration is an essential first step in setting up 3D Computer Vision systems. Commonly used parametric camera models are limited to a few degrees of freedom and thus often do not optimally fit to complex real lens distortion. In contrast, generic camera models allow for very accurate calibration due to their flexibility. Despite this, they have seen little use in practice. In this paper, we argue that this should change. We propose a calibration pipeline for generic models that is fully automated, easy to use, and can act as a drop-in replacement for parametric calibration, with a focus on accuracy. We compare our results to parametric calibrations. Considering stereo depth estimation and camera pose estimation as examples, we show that the calibration error acts as a bias on the results. We thus argue that in contrast to current common practice, generic models should be preferred over parametric ones whenever possible. To facilitate this, we released our calibration pipeline at https://github.com/puzzlepaint/camera_calibration, making both easy-to-use and accurate camera calibration available to everyone.
Thomas Schöps, Viktor Larsson, Marc Pollefeys, Torsten Sattler
CVPR1
2020 SurfelMeshing: Online Surfel-Based Mesh Reconstruction
abstract
We address the problem of mesh reconstruction from live RGB-D video, assuming a calibrated camera and poses provided externally (e.g., by a SLAM system). In contrast to most existing approaches, we do not fuse depth measurements in a volume but in a dense surfel cloud. We asynchronously (re)triangulate the smoothed surfels to reconstruct a surface mesh. This novel approach enables to maintain a dense surface representation of the scene during SLAM which can quickly adapt to loop closures. This is possible by deforming the surfel cloud and asynchronously remeshing the surface where necessary. The surfel-based representation also naturally supports strongly varying scan resolution. In particular, it reconstructs colors at the input camera's resolution. Moreover, in contrast to many volumetric approaches, ours can reconstruct thin objects since objects do not need to enclose a volume. We demonstrate our approach in a number of experiments, showing that it produces reconstructions that are competitive with the state-of-the-art, and we discuss its advantages and limitations. The algorithm (excluding loop closure functionality) is available as open source at https://github.com/puzzlepaint/surfelmeshing.
Thomas Schöps, Torsten Sattler, Marc Pollefeys
IEEE Trans. Pattern Anal. Mach. Intell.1
2019 BAD SLAM: Bundle Adjusted Direct RGB-D SLAM
abstract
A key component of Simultaneous Localization and Mapping (SLAM) systems is the joint optimization of the estimated 3D map and camera trajectory. Bundle adjustment (BA) is the gold standard for this. Due to the large number of variables in dense RGB-D SLAM, previous work has focused on approximating BA. In contrast, in this paper we present a novel, fast direct BA formulation which we implement in a real-time dense RGB-D SLAM algorithm. In addition, we show that direct RGB-D SLAM systems are highly sensitive to rolling shutter, RGB and depth sensor synchronization, and calibration errors. In order to facilitate state-of-the-art research on direct RGB-D SLAM, we propose a novel, well-calibrated benchmark for this task that uses synchronized global shutter RGB and depth cameras. It includes a training set, a test set without public ground truth, and an online evaluation service. We observe that the ranking of methods changes on this dataset compared to existing ones, and our proposed algorithm outperforms all other evaluated SLAM methods. Our benchmark and our open source SLAM algorithm are available at: www.eth3d.net
Thomas Schöps, Torsten Sattler, Marc Pollefeys
CVPR1
2017 A Multi-view Stereo Benchmark with High-Resolution Images and Multi-camera Videos
abstract
Motivated by the limitations of existing multi-view stereo benchmarks, we present a novel dataset for this task. Towards this goal, we recorded a variety of indoor and outdoor scenes using a high-precision laser scanner and captured both high-resolution DSLR imagery as well as synchronized low-resolution stereo videos with varying fields-of-view. To align the images with the laser scans, we propose a robust technique which minimizes photometric errors conditioned on the geometry. In contrast to previous datasets, our benchmark provides novel challenges and covers a diverse set of viewpoints and scene types, ranging from natural scenes to man-made indoor and outdoor environments. Furthermore, we provide data at significantly higher temporal and spatial resolution. Our benchmark is the first to cover the important use case of hand-held mobile devices while also providing high-resolution DSLR camera images. We make our datasets and an online evaluation server available at http://www.eth3d.net.
Thomas Schöps, Johannes L. Schönberger, Silvano Galliani, Torsten Sattler, Konrad Schindler, Marc Pollefeys, Andreas Geiger 0001
CVPR1
2017 Illumination change robustness in direct visual SLAM
abstract
Direct visual odometry and Simultaneous Localization and Mapping (SLAM) methods determine camera poses by means of direct image alignment. This optimizes a photometric cost term based on the Lucas-Kanade method. Many recent works use the brightness constancy assumption in the alignment cost formulation and therefore cannot cope with significant illumination changes. Such changes are especially likely to occur for loop closures in SLAM. Alternatives exist which attempt to match images more robustly. In our paper, we perform a systematic evaluation of real-time capable methods. We determine their accuracy and robustness in the context of odometry and of loop closures, both on real images as well as synthetic datasets with simulated lighting changes. We find that for real images, a Census-based method outperforms the others. We make our new datasets available online.
Seonwook Park, Thomas Schöps, Marc Pollefeys
ICRA2
2017 Large-scale outdoor 3D reconstruction on a mobile device
Thomas Schöps, Torsten Sattler, Christian Häne, Marc Pollefeys
Comput. Vis. Image Underst.1
2017 Real-Time View Correction for Mobile Devices
abstract
We present a real-time method for rendering novel virtual camera views from given RGB-D (color and depth) data of a different viewpoint. Missing color and depth information due to incomplete input or disocclusions is efficiently inpainted in a temporally consistent way. The inpainting takes the location of strong image gradients into account as likely depth discontinuities. We present our method in the context of a view correction system for mobile devices, and discuss how to obtain a screen-camera calibration and options for acquiring depth input. Our method has use cases in both augmented and virtual reality applications. We demonstrate the speed of our system and the visual quality of its results in multiple experiments in the paper as well as in the supplementary video.
Thomas Schöps, Martin R. Oswald, Pablo Speciale, Shuoran Yang, Marc Pollefeys
IEEE Trans. Vis. Comput. Graph.1
2015 3D Modeling on the Go: Interactive 3D Reconstruction of Large-Scale Scenes on Mobile Devices
abstract
This paper presents a system for 3D reconstruction of large-scale outdoor scenes based on monocular motion stereo. Ours is the first such system to run at interactive frame rates on a mobile device (Google Project Tango Tablet), thus allowing a user to reconstruct scenes "on the go" by simply walking around them. We utilize the device's GPU to compute depth maps using plane sweep stereo. We then fuse the depth maps into a global model of the environment represented as a truncated signed distance function in a spatially hashed voxel grid. We observe that in contrast to reconstructing objects in a small volume of interest, or using the near outlier-free data provided by depth sensors, one can rely less on free-space measurements for suppressing outliers in unbounded large-scale scenes. Consequently, we propose a set of simple filtering operations to remove unreliable depth estimates and experimentally demonstrate the benefit of strongly filtering depth maps. We extensively evaluate the system with real as well as synthetic datasets.
Thomas Schöps, Torsten Sattler, Christian Häne, Marc Pollefeys
3DV1
2014 LSD-SLAM: Large-Scale Direct Monocular SLAM
Jakob J. Engel, Thomas Schöps, Daniel Cremers
ECCV (2)2
2014 Semi-dense visual odometry for AR on a smartphone
abstract
We present a direct monocular visual odometry system which runs in real-time on a smartphone. Being a direct method, it tracks and maps on the images themselves instead of extracted features such as keypoints. New images are tracked using direct image alignment, while geometry is represented in the form of a semi-dense depth map. Depth is estimated by filtering over many small-baseline, pixel-wise stereo comparisons. This leads to significantly less outliers and allows to map and use all image regions with sufficient gradient, including edges. We show how a simple world model for AR applications can be derived from semi-dense depth maps, and demonstrate the practical applicability in the context of an AR application in which simulated objects can collide with real geometry.
Thomas Schöps, Jakob J. Engel, Daniel Cremers
ISMAR1