Patrick Stotko

dblp:219/8949 · DBLP profile ↗
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15ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-2608-0278ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 2 first-author · 8 since 2021Artificial intelligence and machine learning · 3 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Transformer-Based Inpainting for Real-Time 3D Streaming in Sparse Multi-Camera Setups
Leif Van Holland, Domenic Zingsheim, Mana Takhsha, Hannah Dröge, Patrick Stotko, Markus Plack, Reinhard Klein
WACV5
2025 RIFTCast: A Template-Free End-to-End Multi-View Live Telepresence Framework and Benchmark
Domenic Zingsheim, Markus Plack, Hannah Dröge, Janelle Pfeifer, Patrick Stotko, Matthias B. Hullin, Reinhard Klein
ACM Multimedia5
2025 NeRFs are Mirror Detectors: Using Structural Similarity for Multi-View Mirror Scene Reconstruction with 3D Surface Primitives
abstract
While neural radiance fields (NeRF) led to a break-through in photorealistic novel view synthesis, handling mirroring surfaces still denotes a particular challenge as they introduce severe inconsistencies in the scene representation. Previous attempts either focus on reconstructing single reflective objects or rely on strong supervision guidance in terms of additional user-provided annotations of visible image regions of the mirrors, thereby limiting the practical usability. In contrast, in this paper, we present NeRF-MD, a method which shows that NeRFs can be considered as mir-ror detectors and which is capable of reconstructing neu-ral radiance fields of scenes containing mirroring surfaces without the need for prior annotations. To this end, we first compute an initial estimate of the scene geometry by training a standard NeRF using a depth reprojection loss. Our key insight lies in the fact that parts of the scene corresponding to a mirroring surface will still exhibit a significant pho-tometric inconsistency, whereas the remaining parts are al-ready reconstructed in a plausible manner. This allows us to detect mirror surfaces by fitting geometric primitives to such inconsistent regions in this initial stage of the training. Using this information, we then jointly optimize the radiance field and mirror geometry in a second training stage to refine their quality. We demonstrate the capability of our method to allow the faithful detection of mirrors in the scene as well as the reconstruction of a single consistent scene representation, and demonstrate its potential in comparison to baseline and mirror-aware approaches.
Leif Van Holland, Michael Weinmann, Jan U. Müller, Patrick Stotko, Reinhard Klein
WACV4
2025 ROSA: Reconstructing Object Shape and Appearance Textures by Adaptive Detail Transfer
abstract
Reconstructing an object's shape and appearance in terms of a mesh textured by a spatially-varying bidirectional reflectance distribution function (SVBRDF) from a limited set of images captured under collocated light is an ill-posed problem. Previous state-of-the-art approaches either aim to reconstruct the appearance directly on the geometry or additionally use texture normals as part of the appearance features. However, this requires detailed but inefficiently large meshes, that would have to be simplified in a post-processing step, or suffers from well-known limitations of normal maps such as missing shadows or incorrect silhouettes. Another limiting factor is the fixed and typically low resolution of the texture estimation resulting in loss of important surface details. To overcome these problems, we present ROSA, an inverse rendering method that directly optimizes mesh geometry with spatially adaptive mesh resolution solely based on the image data. In particular, we refine the mesh and locally condition the surface smoothness based on the estimated normal texture and mesh curvature. In addition, we enable the reconstruction of fine appearance details in high-resolution textures through a pioneering tile-based method that operates on a single pre-trained decoder network but is not limited by the network output resolution.
Julian Kaltheuner, Patrick Stotko, Reinhard Klein
WACV2
2025 Preconditioned Deformation Grids
abstract
Abstract Dynamic surface reconstruction of objects from point cloud sequences is a challenging field in computer graphics. Existing approaches either require multiple regularization terms or extensive training data which, however, lead to compromises in reconstruction accuracy as well as over‐smoothing or poor generalization to unseen objects and motions. To address these limitations, we introduce Preconditioned Deformation Grids , a novel technique for estimating coherent deformation fields directly from unstructured point cloud sequences without requiring or forming explicit correspondences. Key to our approach is the use of multi‐resolution voxel grids that capture the overall motion at varying spatial scales, enabling a more flexible deformation representation. In conjunction with incorporating grid‐based Sobolev preconditioning into gradient‐based optimization, we show that applying a Chamfer loss between the input point clouds as well as to an evolving template mesh is sufficient to obtain accurate deformations. To ensure temporal consistency along the object surface, we include a weak isometry loss on mesh edges which complements the main objective without constraining deformation fidelity. Extensive evaluations demonstrate that our method achieves superior results, particularly for long sequences, compared to state‐of‐the‐art techniques.
Julian Kaltheuner, Alexander Oebel, Hannah Dröge, Patrick Stotko, Reinhard Klein
Comput. Graph. Forum4
2024 RHINO-VR Experience: Teaching Mobile Robotics Concepts in an Interactive Museum Exhibit
abstract
In 1997, the very first tour guide robot RHINO was deployed in a museum in Germany. With the ability to navigate autonomously through the environment, the robot gave tours to over 2,000 visitors. Today, RHINO itself has become an exhibit and is no longer operational In this paper, we present RHINO-VR, an interactive museum exhibit using virtual reality (VR) that allows museum visitors to experience the historical robot RHINO in operation in a virtual museum. RHINO-VR, unlike static exhibits, enables users to familiarize themselves with basic mobile robotics concepts without the fear of damaging the exhibit. In the virtual environment, the user is able to interact with RHINO in VR by pointing to a location to which the robot should navigate and observing the corresponding actions of the robot. To include other visitors who cannot use the VR, we provide an external observation view to make RHINO visible to them. We evaluated our system by measuring the frame rate of the VR simulation, comparing the generated virtual 3D models with the originals, and conducting a user study. The user study showed that RHINO-VR improved the visitors’ understanding of the robot’s functionality and that they would recommend experiencing the VR exhibit to others.
Erik Schlachhoff, Nils Dengler, Leif Van Holland, Patrick Stotko, Jorge de Heuvel, Reinhard Klein, Maren Bennewitz
RO-MAN4
2024 TraM-NeRF: Tracing Mirror and Near-Perfect Specular Reflections Through Neural Radiance Fields
abstract
Abstract Implicit representations like neural radiance fields (NeRF) showed impressive results for photorealistic rendering of complex scenes with fine details. However, ideal or near‐perfectly specular reflecting objects such as mirrors, which are often encountered in various indoor scenes, impose ambiguities and inconsistencies in the representation of the re‐constructed scene leading to severe artifacts in the synthesized renderings. In this paper, we present a novel reflection tracing method tailored for the involved volume rendering within NeRF that takes these mirror‐like objects into account while avoiding the cost of straightforward but expensive extensions through standard path tracing. By explicitly modelling the reflection behaviour using physically plausible materials and estimating the reflected radiance with Monte‐Carlo methods within the volume rendering formulation, we derive efficient strategies for importance sampling and the transmittance computation along rays from only few samples. We show that our novel method enables the training of consistent representations of such challenging scenes and achieves superior results in comparison to previous state‐of‐the‐art approaches.
Leif Van Holland, Ruben Bliersbach, Jan U. Müller, Patrick Stotko, Reinhard Klein
Comput. Graph. Forum4
2024 Incomplete Gamma Kernels: Generalizing Locally Optimal Projection Operators
abstract
We present incomplete gamma kernels, a generalization of Locally Optimal Projection (LOP) operators. In particular, we reveal the relation of the classical localized$ L_{1}$estimator, used in the LOP operator for point cloud denoising, to the common Mean Shift framework via a novel kernel. Furthermore, we generalize this result to a whole family of kernels that are built upon the incomplete gamma function and each represents a localized$ L_{p}$estimator. By deriving various properties of the kernel family concerning distributional, Mean Shift induced, and other aspects such as strict positive definiteness, we obtain a deeper understanding of the operator's projection behavior. From these theoretical insights, we illustrate several applications ranging from an improved Weighted LOP (WLOP) density weighting scheme and a more accurate Continuous LOP (CLOP) kernel approximation to the definition of a novel set of robust loss functions. These incomplete gamma losses include the Gaussian and LOP loss as special cases and can be applied to various tasks including normal filtering. Furthermore, we show that the novel kernels can be included as priors into neural networks. We demonstrate the effects of each application in a range of quantitative and qualitative experiments that highlight the benefits induced by our modifications.
Patrick Stotko, Michael Weinmann, Reinhard Klein
IEEE Trans. Pattern Anal. Mach. Intell.1
2024 FPO++: efficient encoding and rendering of dynamic neural radiance fields by analyzing and enhancing Fourier PlenOctrees
abstract
Abstract Fourier PlenOctrees have shown to be an efficient representation for real-time rendering of dynamic neural radiance fields (NeRF). Despite its many advantages, this method suffers from artifacts introduced by the involved compression when combining it with recent state-of-the-art techniques for training the static per-frame NeRF models. In this paper, we perform an in-depth analysis of these artifacts and leverage the resulting insights to propose an improved representation. In particular, we present a novel density encoding that adapts the Fourier-based compression to the characteristics of the transfer function used by the underlying volume rendering procedure and leads to a substantial reduction of artifacts in the dynamic model. We demonstrate the effectiveness of our enhanced Fourier PlenOctrees in the scope of quantitative and qualitative evaluations on synthetic and real-world scenes.
Saskia Rabich, Patrick Stotko, Reinhard Klein
Vis. Comput.2
2023 Unified shape and appearance reconstruction with joint camera parameter refinement
abstract
In this paper, we present an inverse rendering method for the simple reconstruction of shape and appearance of real-world objects from only roughly calibrated RGB images captured under collocated point light illumination. To this end, we gradually reconstruct the lower-frequency geometry information using automatically generated occupancy mask images based on a visual hull initialization of the mesh, to infer the object topology, and a smoothness-preconditioned optimization. By combining this geometry estimation with learning-based SVBRDF parameter inference as well as intrinsic and extrinsic camera parameter refinement in a joint and unified formulation, our novel method is able to reconstruct shape and an isotropic SVBRDF from fewer input images than previous methods. Unlike in other works, we also estimate normal maps as part of the SVBRDF to capture and represent higher-frequency geometric details in a compact way. Furthermore, by regularizing the appearance estimation with a GAN-based SVBRDF generator, we are able to meaningfully limit the solution space. In summary, this leads to a robust automatic reconstruction algorithm for shape and appearance. We evaluated our algorithm on synthetic as well as on real-world data and demonstrate that our method is able to reconstruct complex objects with high-fidelity reflection properties in a robust way, also in the presence of imperfect camera parameter data.
Julian Kaltheuner, Patrick Stotko, Reinhard Klein
Graph. Model.2
2019 Real-Time Multi-Material Reflectance Reconstruction for Large-Scale Scenes Under Uncontrolled Illumination from RGB-D Image Sequences
abstract
Real-time reflectance reconstruction under uncontrolled illumination conditions is well-known to be a challenging task due to the complex interplay of scene geometry, surface reflectance and illumination. Nonetheless, recent works succeed in recovering both unknown reflectance and illumination in an uncontrolled setting. However, they are either limited regarding the scene complexity (single objects / homogeneous materials) or are not suitable for real-time applications. Our proposed method enables the recovery of heterogeneous surface reflectance (multiple objects and spatially varying materials) in complex scenes at real-time frame rates. We achieve this goal in the following way: First, we perform a 3D scene reconstruction from an input RGB-D stream in real-time. We then use a deep learning based method to estimate Ward BRDF parameters from observations gathered from individual segmented scene objects. Subsequently we refine these reflectance parameters to allow for spatial variations across the object surfaces. We evaluate our method on synthetic scenes and successfully apply it to real-world data.
Lukas Bode, Sebastian Merzbach, Patrick Stotko, Michael Weinmann, Reinhard Klein
3DV3
2019 A VR System for Immersive Teleoperation and Live Exploration with a Mobile Robot
abstract
Applications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation experience. However, standard video-based approaches suffer from a limited degree of immersion and situation awareness due to the restriction to the camera view, which impacts the navigation. In this paper, we present a novel VR-based practical system for immersive robot teleoperation and scene exploration. While being operated through the scene, a robot captures RGB-D data that is streamed to a SLAM-based live multiclient telepresence system. Here, a global 3D model of the already captured scene parts is reconstructed and streamed to the individual remote user clients where the rendering for e.g. head-mounted display devices (HMDs) is performed. We introduce a novel lightweight robot client component which transmits robot-specific data and enables a quick integration into existing robotic systems. This way, in contrast to first- person exploration systems, the operators can explore and navigate in the remote site completely independent of the current position and view of the capturing robot, complementing traditional input devices for teleoperation. We provide a proof-of-concept implementation and demonstrate the capabilities as well as the performance of our system regarding interactive object measurements and bandwidth-efficient data streaming and visualization. Furthermore, we show its benefits over purely video-based teleoperation in a user study revealing a higher degree of situation awareness and a more precise navigation in challenging environments.
Patrick Stotko, Stefan Krumpen, Max Schwarz, Christian Lenz, Sven Behnke, Reinhard Klein, Michael Weinmann
IROS1
2019 Efficient 3D Reconstruction and Streaming for Group-Scale Multi-client Live Telepresence
abstract
Sharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of on-the-fly scene capture, data transmission and visualization, these systems are restricted to the immersion of single or up to a low number of users into the respective scenarios. In this paper, we direct our attention on immersing significantly larger groups of people into live-captured scenes as required in education, entertainment or collaboration scenarios. For this purpose, rather than abandoning previous approaches, we present a range of optimizations of the involved reconstruction and streaming components that allow the immersion of a group of more than 24 users within the same scene - which is about a factor of 6 higher than in previous work - without introducing further latency or changing the involved consumer hardware setup. We demonstrate that our optimized system is capable of generating high-quality scene reconstructions as well as providing an immersive viewing experience to a large group of people within these live-captured scenes.
Patrick Stotko, Stefan Krumpen, Michael Weinmann, Reinhard Klein
ISMAR1
2019 SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live Telepresence
abstract
Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR/AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by introducing a novel thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90% reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages.
Patrick Stotko, Stefan Krumpen, Matthias B. Hullin, Michael Weinmann, Reinhard Klein
IEEE Trans. Vis. Comput. Graph.1
2018 State of the Art on 3D Reconstruction with RGB-D Cameras
abstract
Abstract The advent of affordable consumer grade RGB‐D cameras has brought about a profound advancement of visual scene reconstruction methods. Both computer graphics and computer vision researchers spend significant effort to develop entirely new algorithms to capture comprehensive shape models of static and dynamic scenes with RGB‐D cameras. This led to significant advances of the state of the art along several dimensions. Some methods achieve very high reconstruction detail, despite limited sensor resolution. Others even achieve real‐time performance, yet possibly at lower quality. New concepts were developed to capture scenes at larger spatial and temporal extent. Other recent algorithms flank shape reconstruction with concurrent material and lighting estimation, even in general scenes and unconstrained conditions. In this state‐of‐the‐art report, we analyze these recent developments in RGB‐D scene reconstruction in detail and review essential related work. We explain, compare, and critically analyze the common underlying algorithmic concepts that enabled these recent advancements. Furthermore, we show how algorithms are designed to best exploit the benefits of RGB‐D data while suppressing their often non‐trivial data distortions. In addition, this report identifies and discusses important open research questions and suggests relevant directions for future work.
Michael Zollhöfer, Patrick Stotko, Andreas Görlitz, Christian Theobalt, Matthias Nießner, Reinhard Klein, Andreas Kolb 0001
Comput. Graph. Forum2