EDBT 2026 Demo / reviewers in the wild / expert
Aljaz Bozic
dblp:203/9936
· DBLP profile ↗
23ranked-venue papers
4as first author
18since 2021 · last 2025
0009-0002-2985-6921ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 18 · 4 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 2 first-author · 16 since 2021Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PGC: Physics-Based Gaussian Cloth from a Single PoseabstractWe introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io. Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov |
CVPR | 7 |
| 2025 | Quaffure: Real-Time Quasi-Static Neural Hair SimulationabstractRealistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hairstyles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method’s effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting the drape of 1000 grooms in 0.3 seconds. Tuur Stuyck, Gene Wei-Chin Lin, Egor Larionov, Hsiao-Yu Chen, Aljaz Bozic, Nikolaos Sarafianos, Douglas Roble |
CVPR | 5 |
| 2025 | 3D Mesh Editing Using Masked LRMsabstractWe present a novel approach to shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 2-10x faster than the top-performing prior work. Will Gao, Dilin Wang, Yuchen Fan 0001, Aljaz Bozic, Tuur Stuyck, Zhengqin Li, Zhao Dong 0001, Nikolaos Sarafianos |
ICCV | 4 |
| 2025 | 3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-MarquardtabstractWe present 3DGS-LM, a new method that accelerates the reconstruction of 3D Gaussian Splatting (3DGS) by replacing its ADAM optimizer with a tailored Levenberg-Marquardt (LM). Existing methods reduce the optimization time by decreasing the number of Gaussians or by improving the implementation of the differentiable rasterizer. However, they still rely on the ADAM optimizer to fit Gaussian parameters of a scene in thousands of iterations, which can take up to an hour. To this end, we change the optimizer to LM that runs in conjunction with the 3DGS differentiable rasterizer. For efficient GPU parallization, we propose a caching data structure for intermediate gradients that allows us to efficiently calculate Jacobian-vector products in custom CUDA kernels. In every LM iteration, we calculate update directions from multiple image subsets using these kernels and combine them in a weighted mean. Overall, our method is 20% faster than the original 3DGS while obtaining the same reconstruction quality. Our optimization is also agnostic to other methods that acclerate 3DGS, thus enabling even faster speedups compared to vanilla 3DGS. Lukas Höllein, Aljaz Bozic, Michael Zollhöfer, Matthias Nießner |
ICCV | 2 |
| 2025 | DGH: Dynamic Gaussian HairabstractThe creation of photorealistic dynamic hair remains a major challenge in digital human modeling because of the complex motions, occlusions, and light scattering. Existing methods often resort to static capture and physics-based models that do not scale as they require manual parameter fine-tuning to handle the diversity of hairstyles and motions, and heavy computation to obtain high-quality appearance. In this paper, we present Dynamic Gaussian Hair (DGH), a novel framework that efficiently learns hair dynamics and appearance. We propose: (1) a coarse-to-fine model that learns temporally coherent hair motion dynamics across diverse hairstyles; (2) a strand-guided optimization module that learns a dynamic 3D Gaussian representation for hair appearance with support for differentiable rendering, enabling gradient-based learning of view-consistent appearance under motion. Unlike prior simulation-based pipelines, our approach is fully data-driven, scales with training data, and generalizes across various hairstyles and head motion sequences. Additionally, DGH can be seamlessly integrated into a 3D Gaussian avatar framework, enabling realistic, animatable hair for high-fidelity avatar representation. DGH achieves promising geometry and appearance results, providing a scalable, data-driven alternative to physics-based simulation and rendering. Yuanlu Xu, Edith Tretschk, Anastasia Ianina, Aljaz Bozic, Ulrich Neumann, Tony Tung |
NeurIPS | 6 |
| 2025 | Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of DetailabstractAbstract 3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real‐time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high‐resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance‐based LOD selection, foveated rendering, and budget‐based rendering. Nicholas Milef, Dario Seyb, Todd Keeler, Thu Nguyen-Phuoc, Aljaz Bozic, Sushant Kondguli, Carl S. Marshall |
Comput. Graph. Forum | 5 |
| 2025 | Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive MediaabstractEfficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously remains a research challenge. In this work we propose a compact and efficient alternative to existing volumetric representations for rendering such as voxel grids. Inspired by recent methods for scene reconstruction that leverage mixtures of three-dimensional Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method in both forward and inverse rendering of complex scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally used Gaussian kernel in scene reconstruction tasks. The versatility and physically based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting, and complex camera models. Jorge Condor, Sébastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrián Jarabo |
ACM Trans. Graph. | 4 |
| 2024 | SceNeRFlow: Time-Consistent Reconstruction of General Dynamic ScenesabstractExisting methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find nontrivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions. Edith Tretschk, Vladislav Golyanik, Michael Zollhöfer, Aljaz Bozic, Christoph Lassner, Christian Theobalt |
3DV | 4 |
| 2024 | A Local Appearance Model for Volumetric Capture of Diverse HairstylesabstractHair plays a significant role in personal identity and appearance, making it an essential component of high-quality, photorealistic avatars. Existing approaches either focus on modeling the facial region only or rely on personalized models, limiting their generalizability and scalability. In this paper, we present a novel method for creating high-fidelity avatars with diverse hairstyles. Our method leverages the local similarity across different hairstyles and learns a universal hair appearance prior from multi-view captures of hundreds of people. This prior model takes 3D-aligned features as input and generates dense radiance fields conditioned on a sparse point cloud with color. As our model splits different hairstyles into local primitives and builds prior at that level, it is capable of handling various hair topologies. Through experiments, we demonstrate that our model captures a diverse range of hairstyles and generalizes well to challenging new hairstyles. Empirical results show that our method improves the state-of-the-art approaches in capturing and generating photorealistic, personalized avatars with complete hair. Giljoo Nam, Aljaz Bozic, Chen Cao 0001, Jason M. Saragih, Michael Zollhöfer, Jessica K. Hodgins |
3DV | 3 |
| 2024 | NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFsabstractA Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines. Project page: mfischer-ucl.github.io/nerf_analogies. Michael Fischer 0011, Zhengqin Li, Thu Nguyen-Phuoc, Aljaz Bozic, Zhao Dong 0001, Carl S. Marshall, Tobias Ritschel 0001 |
CVPR | 4 |
| 2024 | ViewDiff: 3D-Consistent Image Generation with Text-to-Image Modelsabstract3D asset generation is getting massive amounts of attention, inspired by the recent success of text-guided 2D content creation. Existing text-to-3D methods use pretrained text-to-image diffusion models in an optimization problem or fine-tune them on synthetic data, which often results in non-photorealistic 3D objects without backgrounds. In this paper, we present a method that leverages pretrained text-to-image models as a prior, and learn to generate multi-view images in a single denoising process from real-world data. Concretely, we propose to integrate 3D volume-rendering and cross-frame-attention layers into each block of the existing U-Net network of the text-to-image model. Moreover, we design an autoregressive generation that renders more 3D-consistent images at any viewpoint. We train our model on real-world datasets of objects and showcase its capabilities to generate instances with a variety of high-quality shapes and textures in authentic surroundings. Compared to the existing methods, the results generated by our method are consistent, and have favorable visual quality (−30% FID, −37% KID). Lukas Höllein, Aljaz Bozic, Norman Müller, David Novotný, Hung-Yu Tseng, Christian Richardt, Michael Zollhöfer, Matthias Nießner |
CVPR | 2 |
| 2023 | Learning Neural Duplex Radiance Fields for Real-Time View SynthesisabstractNeural radiance fields (NeRFs) enable novel-view synthesis with unprecedented visual quality. However, to render photorealistic images, NeRFs require hundreds of deep multilayer perceptron (MLP) evaluations - for each pixel. This is prohibitively expensive and makes realtime rendering infeasible, even on powerful modern GPUs. In this paper, we propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations that are fully compatible with the massively parallel graphics rendering pipeline. We represent scenes as neural radiance features encoded on a two-layer duplex mesh, which effectively over-comes the inherent inaccuracies in 3D surface reconstruction by learning the aggregated radiance information from a reliable interval of ray-surface intersections. To exploit local geometric relationships of nearby pixels, we leverage screen-space convolutions instead of the MLPs used in NeRFs to achieve high-quality appearance. Finally, the performance of the whole framework is further boosted by a novel multi-view distillation optimization strategy. We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets. Ziyu Wan, Christian Richardt, Aljaz Bozic, Vijay Rengarajan, Seonghyeon Nam, Xiaoyu Xiang, Tuotuo Li, Bo Zhu 0011, Jing Liao 0001 |
CVPR | 3 |
| 2023 | Neural Lens ModelingabstractRecent methods for 3D reconstruction and rendering increasingly benefit from end-to-end optimization of the entire image formation process. However, this approach is currently limited: effects of the optical hardware stack and in particular lenses are hard to model in a unified way. This limits the quality that can be achieved for camera calibration and the fidelity of the results of 3D reconstruction. In this paper, we propose NeuroLens, a neural lens model for distortion and vignetting that can be used for point projection and ray casting and can be optimized through both operations. This means that it can (optionally) be used to perform pre-capture calibration using classical calibration targets, and can later be used to perform calibration or refinement during 3D reconstruction, e.g., while optimizing a radiance field. To evaluate the performance of our proposed model, we create a comprehensive dataset assembled from the Lensfun database with a multitude of lenses. Using this and other real-world datasets, we show that the quality of our proposed lens model outperforms standard packages as well as recent approaches while being much easier to use and extend. The model generalizes across many lens types and is trivial to integrate into existing 3D reconstruction and rendering systems. Visit our project website at: https://neural-lens.github.io. Wenqi Xian, Aljaz Bozic, Noah Snavely, Christoph Lassner |
CVPR | 2 |
| 2023 | VR-NeRF: High-Fidelity Virtualized Walkable SpacesabstractWe present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K × 2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website: https://vr-nerf.github.io. Linning Xu, Vasu Agrawal, William Laney, Tony Garcia, Aayush Bansal, Changil Kim 0001, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Aljaz Bozic, Dahua Lin, Michael Zollhöfer, Christian Richardt |
SIGGRAPH Asia | 10 |
| 2022 | RC-MVSNet: Unsupervised Multi-View Stereo with Neural Rendering
Di Chang, Aljaz Bozic, Tong Zhang 0023, Qingsong Yan, Ying-Cong Chen, Sabine Süsstrunk, Matthias Nießner |
ECCV (31) | 2 |
| 2021 | Neural Deformation Graphs for Globally-Consistent Non-Rigid ReconstructionabstractWe introduce Neural Deformation Graphs for globally-consistent deformation tracking and 3D reconstruction of non-rigid objects. Specifically, we implicitly model a deformation graph via a deep neural network. This neural deformation graph does not rely on any object-specific structure and, thus, can be applied to general non-rigid deformation tracking. Our method globally optimizes this neural graph on a given sequence of depth camera observations of a non-rigidly moving object. Based on explicit viewpoint consistency as well as inter-frame graph and surface consistency constraints, the underlying network is trained in a self-supervised fashion. We additionally optimize for the geometry of the object with an implicit deformable multi-MLP shape representation. Our approach does not assume sequential input data, thus enabling robust tracking of fast motions or even temporally disconnected recordings. Our experiments demonstrate that our Neural Deformation Graphs outperform state-of-the-art non-rigid reconstruction approaches both qualitatively and quantitatively, with 64% improved reconstruction and 54% improved deformation tracking performance. Code is publicly available.1 Aljaz Bozic, Pablo R. Palafox, Michael Zollhöfer, Justus Thies, Angela Dai, Matthias Nießner |
CVPR | 1 |
| 2021 | NPMs: Neural Parametric Models for 3D Deformable ShapesabstractParametric 3D models have enabled a wide variety of tasks in computer graphics and vision, such as modeling human bodies, faces, and hands. However, the construction of these parametric models is often tedious, as it requires heavy manual tweaking, and they struggle to represent additional complexity and details such as wrinkles or clothing. To this end, we propose Neural Parametric Models (NPMs), a novel, learned alternative to traditional, parametric 3D models, which does not require handcrafted, object-specific constraints. In particular, we learn to disentangle 4D dynamics into latent-space representations of shape and pose, leveraging the flexibility of recent developments in learned implicit functions. Crucially, once learned, our neural parametric models of shape and pose enable optimization over the learned spaces to fit to new observations, similar to the fitting of a traditional parametric model, e.g., SMPL. This enables NPMs to achieve a significantly more accurate and detailed representation of observed deformable sequences. We show that NPMs improve notably over both parametric and non-parametric state of the art in reconstruction and tracking of monocular depth sequences of clothed humans and hands. Latent-space interpolation as well as shape / pose transfer experiments further demonstrate the usefulness of NPMs. Code is publicly available at https://pablopalafox.github.io/npms. Pablo R. Palafox, Aljaz Bozic, Justus Thies, Matthias Nießner, Angela Dai |
ICCV | 2 |
| 2021 | TransformerFusion: Monocular RGB Scene Reconstruction using TransformersabstractWe introduce TransformerFusion, a transformer-based 3D scene reconstruction approach. From an input monocular RGB video, the video frames are processed by a transformer network that fuses the observations into a volumetric feature grid representing the scene; this feature grid is then decoded into an implicit 3D scene representation. Key to our approach is the transformer architecture that enables the network to learn to attend to the most relevant image frames for each 3D location in the scene, supervised only by the scene reconstruction task. Features are fused in a coarse-to-fine fashion, storing fine-level features only where needed, requiring lower memory storage and enabling fusion at interactive rates. The feature grid is then decoded to a higher-resolution scene reconstruction, using an MLP-based surface occupancy prediction from interpolated coarse-to-fine 3D features. Our approach results in an accurate surface reconstruction, outperforming state-of-the-art multi-view stereo depth estimation methods, fully-convolutional 3D reconstruction approaches, and approaches using LSTM- or GRU-based recurrent networks for video sequence fusion. Aljaz Bozic, Pablo R. Palafox, Justus Thies, Angela Dai, Matthias Nießner |
NeurIPS | 1 |
| 2020 | DeepDeform: Learning Non-Rigid RGB-D Reconstruction With Semi-Supervised DataabstractApplying data-driven approaches to non-rigid 3D reconstruction has been difficult, which we believe can be attributed to the lack of a large-scale training corpus. Unfortunately, this method fails for important cases such as highly non-rigid deformations. We first address this problem of lack of data by introducing a novel semi-supervised strategy to obtain dense inter-frame correspondences from a sparse set of annotations. This way, we obtain a large dataset of 400 scenes, over 390,000 RGB-D frames, and 5,533 densely aligned frame pairs; in addition, we provide a test set along with several metrics for evaluation. Based on this corpus, we introduce a data-driven non-rigid feature matching approach, which we integrate into an optimization-based reconstruction pipeline. Here, we propose a new neural network that operates on RGB-D frames, while maintaining robustness under large non-rigid deformations and producing accurate predictions. Our approach significantly outperforms existing non-rigid reconstruction methods that do not use learned data terms, as well as learning-based approaches that only use self-supervision. Aljaz Bozic, Michael Zollhöfer, Christian Theobalt, Matthias Nießner |
CVPR | 1 |
| 2020 | Learning to Optimize Non-Rigid TrackingabstractOne of the widespread solutions for non-rigid tracking has a nested-loop structure: with Gauss-Newton to minimize a tracking objective in the outer loop, and Preconditioned Conjugate Gradient (PCG) to solve a sparse linear system in the inner loop. In this paper, we employ learnable optimizations to improve tracking robustness and speed up solver convergence. First, we upgrade the tracking objective by integrating an alignment data term on deep features which are learned end-to-end through CNN. The new tracking objective can capture the global deformation which helps Gauss-Newton to jump over local minimum, leading to robust tracking on large non-rigid motions. Second, we bridge the gap between the preconditioning technique and learning method by introducing a ConditionNet which is trained to generate a preconditioner such that PCG can converge within a small number of steps. Experimental results indicate that the proposed learning method converges faster than the original PCG by a large margin. Yang Li 0143, Aljaz Bozic, Tianwei Zhang 0002, Yanli Ji, Tatsuya Harada, Matthias Nießner |
CVPR | 2 |
| 2020 | Neural Non-Rigid TrackingabstractWe introduce a novel, end-to-end learnable, differentiable non-rigid tracker that enables state-of-the-art non-rigid reconstruction by a learned robust optimization. Given two input RGB-D frames of a non-rigidly moving object, we employ a convolutional neural network to predict dense correspondences and their confidences. These correspondences are used as constraints in an as-rigid-as-possible (ARAP) optimization problem. By enabling gradient back-propagation through the weighted non-linear least squares solver, we are able to learn correspondences and confidences in an end-to-end manner such that they are optimal for the task of non-rigid tracking. Under this formulation, correspondence confidences can be learned via self-supervision, informing a learned robust optimization, where outliers and wrong correspondences are automatically down-weighted to enable effective tracking. Compared to state-of-the-art approaches, our algorithm shows improved reconstruction performance, while simultaneously achieving 85 times faster correspondence prediction than comparable deep-learning based methods. Aljaz Bozic, Pablo R. Palafox, Michael Zollhöfer, Angela Dai, Justus Thies, Matthias Nießner |
NeurIPS | 1 |
| 2018 | Semantic Monocular SLAM for Highly Dynamic EnvironmentsabstractRecent advances in monocular SLAM have enabled real-time capable systems which run robustly under the assumption of a static environment, but fail in presence of dynamic scene changes and motion, since they lack an explicit dynamic outlier handling. We propose a semantic monocular SLAM framework designed to deal with highly dynamic environments, combining feature-based and direct approaches to achieve robustness under challenging conditions. The proposed approach exploits semantic information extracted from the scene within an explicit probabilistic model, which maximizes the probability for both tracking and mapping to rely on those scene parts that do not present a relative motion with respect to the camera. We show more stable pose estimation in dynamic environments and comparable performance to the state of the art on static sequences on the Virtual KITTI and Synthia datasets. Nikolas Brasch, Aljaz Bozic, Joé Lallemand, Federico Tombari |
IROS | 2 |
| 2017 | Real-time variational stereo reconstruction with applications to large-scale dense SLAMabstractWe propose an algorithm for dense and direct large-scale visual SLAM that runs in real-time on a commodity notebook. A fast variational dense 3D reconstruction algorithm was developed which robustly integrates data terms from multiple images. This mitigates the effect of the aperture problem and is demonstrated on synthetic and real data. An additional property of the variational reconstruction framework is the ability to integrate sparse depth priors (e.g. from RGB-D sensors or LiDAR data) into the early stages of the visual depth reconstruction, leading to an implicit sensor fusion scheme for a variable number of heterogenous depth sensors. Embedded into a keyframe-based SLAM framework, this results in a memory efficient representation of the scene and therefore (in combination with loop-closure detection and pose tracking via direct image alignment) enables us to densely reconstruct large scenes in real-time. Experimental validation on the KITTI dataset shows that our method can recover large-scale and dense reconstructions of entire street scenes in real-time from a driving car. Georg Kuschk, Aljaz Bozic, Daniel Cremers |
Intelligent Vehicles Symposium | 2 |