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Jens Ackermann

dblp:26/7924 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorArtificial intelligence and machine learning · 2 · 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
3 papers
Computational photography and imaging · 58% Rendering · 26% Geometric modeling and processing · 16%
Artificial intelligence
2 papers
3D vision · 100%

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

TopicWeightPapersLastEvidence papers
Computational photography and imaging › depth estimation
depth reconstruction
0.312018
Robust Hough Transform Based 3D Reconstruction From Circular Light Fields · CVPR 2018
Computational photography and imaging
light field imaging
0.312018
Robust Hough Transform Based 3D Reconstruction From Circular Light Fields · CVPR 2018
Computer vision › 3D vision
photometric stereo
0.112012
Photometric stereo for outdoor webcams · CVPR 2012
Computer vision › 3D vision
surface normal estimation
0.112012
Photometric stereo for outdoor webcams · CVPR 2012
Rendering
image-based rendering
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Rendering
point-based rendering
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Geometric modeling and processing › shape representation › point-based representation
point cloud
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Rendering › image-based rendering
view interpolation
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Geometric modeling and processing
3d reconstruction
0.112018
Robust Hough Transform Based 3D Reconstruction From Circular Light Fields · CVPR 2018
Computational photography and imaging
camera calibration
0.012012
Photometric stereo for outdoor webcams · CVPR 2012
Computational photography and imaging › camera model
camera response function
0.012012
Photometric stereo for outdoor webcams · CVPR 2012
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.012010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010

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

hough transform · 0.3epipolar plane image analysis · 0.3photometric stereo · 0.3light direction estimation · 0.3camera calibration · 0.3ambient point clouds · 0.2
YearPublicationVenuePosition
2018 Robust Hough Transform Based 3D Reconstruction From Circular Light Fields
abstract
Light-field imaging is based on images taken on a regular grid. Thus, high-quality 3D reconstructions are obtainable by analyzing orientations in epipolar plane images (EPIs). Unfortunately, such data only allows to evaluate one side of the object. Moreover, a constant intensity along each orientation is mandatory for most of the approaches. This paper presents a novel method which allows to reconstruct depth information from data acquired with a circular camera motion, termed circular light fields. With this approach it is possible to determine the full 360° view of target objects. Additionally, circular light fields allow retrieving depth from datasets acquired with telecentric lenses, which is not possible with linear light fields. The proposed method finds trajectories of 3D points in the EPIs by means of a modified Hough transform. For this purpose, binary EPI-edge images are used, which not only allow to obtain reliable depth information, but also overcome the limitation of constant intensity along trajectories. Experimental results on synthetic and real datasets demonstrate the quality of the proposed algorithm.
Alessandro Vianello, Jens Ackermann, Maximilian Diebold, Bernd Jähne
CVPR2
2014 Multi-view Photometric Stereo by Example
abstract
We present a novel multi-view photometric stereo technique that recovers the surface of texture less objects with unknown BRDF and lighting. The camera and light positions are allowed to vary freely and change in each image. We exploit orientation consistency between the target and an example object to develop a consistency measure. Motivated by the fact that normals can be recovered more reliably than depth, we represent our surface as both a depth map and a normal map. These maps are jointly optimized and allow us to formulate constraints on depth that take surface orientation into account. Our technique does not require the visual hull or stereo reconstructions for bootstrapping and solely exploits image intensities without the need for radiometric camera calibration. We present results on real objects with varying degree of specularity and show that these can be used to create globally consistent models from multiple views.
Jens Ackermann, Fabian Langguth, Simon Fuhrmann, Arjan Kuijper, Michael Goesele
3DV1
2012 Photometric stereo for outdoor webcams
abstract
We present a photometric stereo technique that operates on time-lapse sequences captured by static outdoor webcams over the course of several months. Outdoor webcams produce a large set of uncontrolled images subject to varying lighting and weather conditions. We first automatically select a suitable subset of the captured frames for further processing, reducing the dataset size by several orders of magnitude. A camera calibration step is applied to recover the camera response function, the absolute camera orientation, and to compute the light directions for each image. Finally, we describe a new photometric stereo technique for non-Lambertian scenes and unknown light source intensities to recover normal maps and spatially varying materials of the scene.
Jens Ackermann, Fabian Langguth, Simon Fuhrmann, Michael Goesele
CVPR1
2010 Ambient point clouds for view interpolation
abstract
View interpolation and image-based rendering algorithms often produce visual artifacts in regions where the 3D scene geometry is erroneous, uncertain, or incomplete. We introduce ambient point clouds constructed from colored pixels with uncertain depth, which help reduce these artifacts while providing non-photorealistic background coloring and emphasizing reconstructed 3D geometry. Ambient point clouds are created by randomly sampling colored points along the viewing rays associated with uncertain pixels. Our real-time rendering system combines these with more traditional rigid 3D point clouds and colored surface meshes obtained using multiview stereo. Our resulting system can handle larger-range view transitions with fewer visible artifacts than previous approaches.
Michael Goesele, Jens Ackermann, Simon Fuhrmann, Carsten Haubold, Ronny Klowsky, Drew Steedly, Richard Szeliski
ACM Trans. Graph.2