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Julian Iseringhausen

dblp:170/1211 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2020
0000-0002-6240-5105ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorArtificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1

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
Computational photography and imaging · 42% Visual content generation and editing · 29% Rendering · 19%
Artificial intelligence
1 paper
3D vision · 77% Deep learning architectures and training · 23%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
non-line-of-sight imaging
0.922020
Non-line-of-sight Reconstruction Using Efficient Transient Rendering · ACM Trans. Graph. 2020
Deep Non-Line-of-Sight Reconstruction · CVPR 2020
Computer vision › 3D vision
depth estimation
0.412020
Deep Non-Line-of-Sight Reconstruction · CVPR 2020
Visual content generation and editing
image generation
0.412020
Computational Parquetry: Fabricated Style Transfer with Wood Pixels · ACM Trans. Graph. 2020
Computational photography and imaging › non-line-of-sight imaging
NLOS reconstruction
0.412020
Deep Non-Line-of-Sight Reconstruction · CVPR 2020
Visual content generation and editing › example-based synthesis
patch-based synthesis
0.412020
Computational Parquetry: Fabricated Style Transfer with Wood Pixels · ACM Trans. Graph. 2020
Rendering
physically based rendering
0.412020
Non-line-of-sight Reconstruction Using Efficient Transient Rendering · ACM Trans. Graph. 2020
Visual content generation and editing
style transfer
0.412020
Computational Parquetry: Fabricated Style Transfer with Wood Pixels · ACM Trans. Graph. 2020
Computer animation and physical simulation › fluid simulation › free-surface flow
thin film simulation
0.412020
Chemomechanical simulation of soap film flow on spherical bubbles · ACM Trans. Graph. 2020
Rendering › light transport
transient rendering
0.412020
Non-line-of-sight Reconstruction Using Efficient Transient Rendering · ACM Trans. Graph. 2020
Computational photography and imaging › light field imaging
light field capture
0.312017
4D imaging through spray-on optics · ACM Trans. Graph. 2017
Computational photography and imaging › camera calibration
self-calibration
0.312017
4D imaging through spray-on optics · ACM Trans. Graph. 2017
Machine learning › Deep learning architectures and training
autoencoder
0.112020
Deep Non-Line-of-Sight Reconstruction · CVPR 2020

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

transient rendering · 0.9convolutional feed-forward network · 0.9autoencoder · 0.9time-resolved rendering · 0.4semi-lagrangian advection · 0.4optimization · 0.4lubrication theory · 0.4feature characterization · 0.4combinatorial optimization · 0.4analysis-by-synthesis · 0.4
YearPublicationVenuePosition
2020 Deep Non-Line-of-Sight Reconstruction
abstract
The recent years have seen a surge of interest in methods for imaging beyond the direct line of sight. The most prominent techniques rely on time-resolved optical impulse responses, obtained by illuminating a diffuse wall with an ultrashort light pulse and observing multi-bounce indirect reflections with an ultrafast time-resolved imager. Reconstruction of geometry from such data, however, is a complex non-linear inverse problem that comes with substantial computational demands. In this paper, we employ convolutional feed-forward networks for solving the reconstruction problem efficiently while maintaining good reconstruction quality. Specifically, we devise a tailored autoencoder architecture, trained end-to-end, that maps transient images directly to a depth-map representation. Training is done using a recent, very efficient transient renderer for three-bounce indirect light transport that enables the quick generation of large amounts of training data for the network. We examine the performance of our method on a variety of synthetic and experimental datasets and its dependency on the choice of training data and augmentation strategies, as well as architectural features. We demonstrate that our feed-forward network, even if trained solely on synthetic data, is able to obtain results competitive with previous, model-based optimization methods, while being orders of magnitude faster.
Javier Grau Chopite, Matthias B. Hullin, Michael Wand 0001, Julian Iseringhausen
CVPR4
2020 Chemomechanical simulation of soap film flow on spherical bubbles
abstract
Soap bubbles are widely appreciated for their fragile nature and their colorful appearance. The natural sciences and, in extension, computer graphics, have comprehensively studied the mechanical behavior of films and foams, as well as the optical properties of thin liquid layers. In this paper, we focus on the dynamics of material flow within the soap film, which results in fascinating, extremely detailed patterns. This flow is characterized by a complex coupling between surfactant concentration and Marangoni surface tension. We propose a novel chemomechanical simulation framework rooted in lubrication theory, which makes use of a custom semi-Lagrangian advection solver to enable the simulation of soap film dynamics on spherical bubbles both in free flow as well as under body forces such as gravity or external air flow. By comparing our simulated outcomes to videos of real-world soap bubbles recorded in a studio environment, we show that our framework, for the first time, closely recreates a wide range of dynamic effects that are also observed in experiment.
Weizhen Huang, Julian Iseringhausen, Tom Kneiphof, Ziyin Qu, Chenfanfu Jiang, Matthias B. Hullin
ACM Trans. Graph.2
2020 Non-line-of-sight Reconstruction Using Efficient Transient Rendering
abstract
Being able to see beyond the direct line of sight is an intriguing prospect and could benefit a wide variety of important applications. Recent work has demonstrated that time-resolved measurements of indirect diffuse light contain valuable information for reconstructing shape and reflectance properties of objects located around a corner. In this article, we introduce a novel reconstruction scheme that, by design, produces solutions that are consistent with state-of-the-art physically based rendering. Our method combines an efficient forward model (a custom renderer for time-resolved three-bounce indirect light transport) with an optimization framework to reconstruct object geometry in an analysis-by-synthesis sense. We evaluate our algorithm on a variety of synthetic and experimental input data, and show that it gracefully handles uncooperative scenes with high levels of noise or non-diffuse material reflectance.
Julian Iseringhausen, Matthias B. Hullin
ACM Trans. Graph.1
2020 Computational Parquetry: Fabricated Style Transfer with Wood Pixels
abstract
Parquetry is the art and craft of decorating a surface with a pattern of differently colored veneers of wood, stone, or other materials. Traditionally, the process of designing and making parquetry has been driven by color, using the texture found in real wood only for stylization or as a decorative effect. Here, we introduce a computational pipeline that draws from the rich natural structure of strongly textured real-world veneers as a source of detail to approximate a target image as faithfully as possible using a manageable number of parts. This challenge is closely related to the established problems of patch-based image synthesis and stylization in some ways, but fundamentally different in others. Most importantly, the limited availability of resources (any piece of wood can only be used once) turns the relatively simple problem of finding the right piece for the target location into the combinatorial problem of finding optimal parts while avoiding resource collisions. We introduce an algorithm that efficiently solves an approximation to the problem. It further addresses challenges like gamut mapping, feature characterization, and the search for fabricable cuts. We demonstrate the effectiveness of the system by fabricating a selection of pieces of parquetry from different kinds of unstained wood veneer.
Julian Iseringhausen, Michael Weinmann, Weizhen Huang, Matthias B. Hullin
ACM Trans. Graph.1
2017 4D imaging through spray-on optics
abstract
Light fields are a powerful concept in computational imaging and a mainstay in image-based rendering; however, so far their acquisition required either carefully designed and calibrated optical systems (micro-lens arrays), or multi-camera/multi-shot settings. Here, we show that fully calibrated light field data can be obtained from a single ordinary photograph taken through a partially wetted window. Each drop of water produces a distorted view on the scene, and the challenge of recovering the unknown mapping from pixel coordinates to refracted rays in space is a severely underconstrained problem. The key idea behind our solution is to combine ray tracing and low-level image analysis techniques (extraction of 2D drop contours and locations of scene features seen through drops) with state-of-the-art drop shape simulation and an iterative refinement scheme to enforce photo-consistency across features that are seen in multiple views. This novel approach not only recovers a dense pixel-to-ray mapping, but also the refractive geometry through which the scene is observed, to high accuracy. We therefore anticipate that our inherently self-calibrating scheme might also find applications in other fields, for instance in materials science where the wetting properties of liquids on surfaces are investigated.
Julian Iseringhausen, Bastian Goldlücke, Nina Pesheva, Stanimir Iliev, Alexander Wender, Martin Fuchs 0001, Matthias B. Hullin
ACM Trans. Graph.1
2015 Multimodal perception of material properties
abstract
The human ability to perceive materials and their properties is a very intricate multisensory skill and as such not only an intriguing research subject, but also an immense challenge when creating realistic virtual presentations of materials. In this paper, our goal is to learn about how the visual and auditory channels contribute to our perception of characteristic material parameters. At the center of our work are two psychophysical experiments performed on tablet computers, where the subjects rated a set of perceptual material qualities under different stimuli. The first experiment covers a full collection of materials in different presentations (visual, auditory and audio-visual). As a point of reference, subjects also performed all ratings on physical material samples. A key result of this experiment is that auditory cues strongly benefit the perception of certain qualities that are of a tactile nature (like "hard--soft", "rough--smooth"). The follow-up experiment demonstrates that, to a certain extent, audio cues can also be transferred to other materials, exaggerating or attenuating some of their perceived qualities. From these results, we conclude that a multimodal approach, and in particular the inclusion of sound, can greatly enhance the digital communication of material properties.
Rodrigo Martín, Julian Iseringhausen, Michael Weinmann, Matthias B. Hullin
SAP2