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Markus Höll

dblp:195/5742 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 34% Rendering · 29% Geometric modeling and processing · 29%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.412019
Real-Time View Planning for Unstructured Lumigraph Modeling · IEEE Trans. Vis. Comput. Graph. 2019
Geometric modeling and processing › 3d model acquisition
view planning
0.412019
Real-Time View Planning for Unstructured Lumigraph Modeling · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312018
Efficient Physics-Based Implementation for Realistic Hand-Object Interaction in Virtual Reality · VR 2018
Virtual and augmented reality
mixed reality
0.112019
Real-Time View Planning for Unstructured Lumigraph Modeling · IEEE Trans. Vis. Comput. Graph. 2019
Computer animation and physical simulation
contact simulation
0.112018
Efficient Physics-Based Implementation for Realistic Hand-Object Interaction in Virtual Reality · VR 2018

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

view planning · 0.4greedy algorithm · 0.4coverage metric · 0.4coulomb friction model · 0.3
YearPublicationVenuePosition
2019 Real-Time View Planning for Unstructured Lumigraph Modeling
abstract
We propose an algorithm for generating an unstructured lumigraph in real-time from an image stream. This problem has important applications in mixed reality, such as telepresence, interior design or as-built documentation. Unlike conventional texture optimization in structure from motion, our method must choose views from the input stream in a strictly incremental manner, since only a small number of views can be stored or transmitted. This requires formulating an online variant of the well-known view-planning problem, which must take into account what parts of the scene have already been seen and how the lumigraph sample distribution could improve in the future. We address this highly unconstrained problem by regularizing the scene structure using a regular grid structure. Upon the grid structure, we define a coverage metric describing how well the lumigraph samples cover the grid in terms of spatial and angular resolution, and we greedily keep incoming views if they improve the coverage. We evaluate the performance of our algorithm quantitatively and qualitatively on a variety of synthetic and real scenes, and demonstrate visually appealing results obtained at real-time frame rates (in the range of 3Hz-100Hz per incoming image, depending on configuration).
Okan Erat, Markus Höll, Karl Haubenwallner, Christian Pirchheim, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2018 Efficient Physics-Based Implementation for Realistic Hand-Object Interaction in Virtual Reality
abstract
We propose an efficient physics-based method for dexterous `real hand' - `virtual object' interaction in Virtual Reality environments. Our method is based on the Coulomb friction model, and we show how to efficiently implement it in a commodity VR engine for realtime performance. This model enables very convincing simulations of many types of actions such as pushing, pulling, grasping, or even dexterous manipulations such as spinning objects between fingers without restrictions on the objects' shapes or hand poses. Because it is an analytic model, we do not require any prerecorded data, in contrast to previous methods. For the evaluation of our method, we conduction a pilot study that shows that our method is perceived more realistic and natural, and allows for more diverse interactions. Further, we evaluate the computational complexity of our method to show real-time performance in VR environments.
Markus Höll, Markus Oberweger, Clemens Arth, Vincent Lepetit
VR1