EDBT 2026 Demo / reviewers in the wild / expert
Johannes Kopf 0001
dblp:36/2170-1
· DBLP profile ↗
59ranked-venue papers
17as first author
15since 2021 · last 2025
0000-0001-6628-8084ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 57 · 17 first-author · 15 since 2021Artificial intelligence and machine learning · 17 · 1 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Computer networks · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Textured Gaussians for Enhanced 3D Scene Appearance Modelingabstract3D Gaussian Splatting (3DGS) has emerged as the state-of-the-art 3D reconstruction technique, offering high-quality results with fast training and rendering. However, its expressivity is limited as pixels covered by the same Gaussian share identical colors aside from a Gaussian falloff scaling factor, and individual Gaussians can only represent simple ellipsoids geometrically. To overcome these limitations, we integrate texture and alpha mapping from traditional graphics with 3DGS. Our approach augments each Gaussian with alpha, RGB, or RGBA texture maps to model spatially varying color and opacity across each Gaussian’s extent. This allows Gaussians to represent richer texture patterns and geometric structures beyond single-color ellipsoids. Notably, alpha-only texture maps significantly improve Gaussian expressivity, while further augmenting with RGB texture maps achieve maximum expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels, and demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians. Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao 0003, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang 0001, Johannes Kopf 0001, Gordon Wetzstein, Changil Kim 0001 |
CVPR | 9 |
| 2025 | IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range ImagesabstractInverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion. Chih-Hao Lin, Jia-Bin Huang 0001, Zhengqin Li, Zhao Dong 0001, Christian Richardt, Tuotuo Li, Michael Zollhöfer, Johannes Kopf 0001, Shenlong Wang, Changil Kim 0001 |
CVPR | 8 |
| 2024 | LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time RenderingabstractAdvancements in neural signed distance fields (SDFs) have enabled modeling 3D surface geometry from a set of 2D images of real-world scenes. Baking neural SDFs can extract explicit mesh with appearance baked into texture maps as neural features. The baked meshes still have a large memory footprint and require a powerful GPU for real-time rendering. Neural optimization of such large meshes with differentiable rendering pose significant challenges. We propose a method to produce optimized meshes for large unbounded scenes with low triangle budget and high fidelity of geometry and appearance. We achieve this by combining advancements in baking neural SDFs with classical mesh simplification techniques and proposing a joint appearance-geometry refinement step. The visual quality is comparable to or better than state-of-the-art neural meshing and baking methods with high geometric accuracy despite significant reduction in triangle count, making the produced meshes efficient for storage, transmission, and rendering on mobile hardware. We validate the effectiveness of the proposed method on large unbounded scenes from mip-NeRF 360, Tanks & Temples, and Deep Blending datasets, achieving at-par rendering quality with 73 x reduced triangles and 11 x reduction in memory footprint. Rajvi Shah, Qinbo Li, Yipeng Wang 0018, Ayush Saraf, Changil Kim 0001, Jia-Bin Huang 0001, Dinesh Manocha, Suhib Alsisan, Johannes Kopf 0001 |
CVPR | 10 |
| 2024 | Taming Latent Diffusion Model for Neural Radiance Field Inpainting
Chieh Hubert Lin, Changil Kim 0001, Jia-Bin Huang 0001, Qinbo Li, Chih-Yao Ma, Johannes Kopf 0001, Ming-Hsuan Yang 0001, Hung-Yu Tseng |
ECCV (3) | 6 |
| 2024 | Planar Reflection-Aware Neural Radiance Fields
Chen Gao 0003, Yipeng Wang 0018, Changil Kim 0001, Jia-Bin Huang 0001, Johannes Kopf 0001 |
SIGGRAPH Asia | 5 |
| 2023 | Robust Dynamic Radiance FieldsabstractDynamic radiance field reconstruction methods aim to model the time-varying structure and appearance of a dynamic scene. Existing methods, however, assume that accurate camera poses can be reliably estimated by Structure from Motion (SfM) algorithms. These methods, thus, are unreliable as SfM algorithms often fail or produce erroneous poses on challenging videos with highly dynamic objects, poorly textured surfaces, and rotating camera motion. We address this robustness issue by jointly estimating the static and dynamic radiance fields along with the camera parameters (poses and focal length). We demonstrate the robustness of our approach via extensive quantitative and qualitative experiments. Our results show favorable performance over the state-of-the-art dynamic view synthesis methods. Yu-Lun Liu 0001, Chen Gao 0003, Andreas Meuleman, Hung-Yu Tseng, Ayush Saraf, Changil Kim 0001, Yung-Yu Chuang, Johannes Kopf 0001, Jia-Bin Huang 0001 |
CVPR | 8 |
| 2023 | HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned SamplingabstractVolumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel―a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code. Benjamin Attal, Jia-Bin Huang 0001, Christian Richardt, Michael Zollhöfer, Johannes Kopf 0001, Matthew O'Toole, Changil Kim 0001 |
CVPR | 5 |
| 2023 | Progressively Optimized Local Radiance Fields for Robust View SynthesisabstractWe present an algorithm for reconstructing the radiance field of a large-scale scene from a single casually captured video. The task poses two core challenges. First, most existing radiance field reconstruction approaches rely on accurate pre-estimated camera poses from Structure-from-Motion algorithms, which frequently fail on in-the-wild videos. Second, using a single, global radiance field with finite representational capacity does not scale to longer trajectories in an unbounded scene. For handling unknown poses, we jointly estimate the camera poses with radiance field in a progressive manner. We show that progressive optimization significantly improves the robustness of the reconstruction. For handling large unbounded scenes, we dynamically allocate new local radiance fields trained with frames within a temporal window. This further improves robustness (e.g., performs well even under moderate pose drifts) and allows us to scale to large scenes. Our extensive evaluation on the TANKS AND TEMPLES dataset and our collected outdoor dataset, STATIC HIKES, show that our approach compares favorably with the state-of-the-art. Andreas Meuleman, Yu-Lun Liu 0001, Chen Gao 0003, Jia-Bin Huang 0001, Changil Kim 0001, Min H. Kim 0001, Johannes Kopf 0001 |
CVPR | 7 |
| 2023 | Consistent View Synthesis with Pose-Guided Diffusion ModelsabstractNovel view synthesis from a single image has been a cornerstone problem for many Virtual Reality applications that provide immersive experiences. However, most existing techniques can only synthesize novel views within a limited range of camera motion or fail to generate consistent and high-quality novel views under significant camera movement. In this work, we propose a pose-guided diffusion model to generate a consistent long-term video of novel views from a single image. We design an attention layer that uses epipolar lines as constraints to facilitate the association between different viewpoints. Experimental results on synthetic and real-world datasets demonstrate the effectiveness of the proposed diffusion model against state-of-the-art transformer-based and GAN-based approaches. More qualitative results are available at https://poseguided-diffusion.github.io/. Hung-Yu Tseng, Qinbo Li, Changil Kim 0001, Suhib Alsisan, Jia-Bin Huang 0001, Johannes Kopf 0001 |
CVPR | 6 |
| 2023 | Single-Image 3D Human Digitization with Shape-guided DiffusionabstractWe present an approach to generate a 360-degree view of a person with a consistent, high-resolution appearance from a single input image. NeRF and its variants typically require videos or images from different viewpoints. Most existing approaches taking monocular input either rely on ground-truth 3D scans for supervision or lack 3D consistency. While recent 3D generative models show promise of 3D consistent human digitization, these approaches do not generalize well to diverse clothing appearances, and the results lack photorealism. Unlike existing work, we utilize high-capacity 2D diffusion models pretrained for general image synthesis tasks as an appearance prior of clothed humans. To achieve better 3D consistency while retaining the input identity, we progressively synthesize multiple views of the human in the input image by inpainting missing regions with shape-guided diffusion conditioned on silhouette and surface normal. We then fuse these synthesized multi-view images via inverse rendering to obtain a fully textured high-resolution 3D mesh of the given person. Experiments show that our approach outperforms prior methods and achieves photorealistic 360-degree synthesis of a wide range of clothed humans with complex textures from a single image. Badour AlBahar, Shunsuke Saito, Hung-Yu Tseng, Changil Kim 0001, Johannes Kopf 0001, Jia-Bin Huang 0001 |
SIGGRAPH Asia | 5 |
| 2022 | Learning Neural Light Fields with Ray-Space EmbeddingabstractNeural radiance fields (NeRFs) produce state-of-the-art view synthesis results, but are slow to render, requiring hundreds of network evaluations per pixel to approximate a volume rendering integral. Baking NeRFs into explicit data structures enables efficient rendering, but results in large memory footprints and, in some cases, quality reduction. Additionally, volumetric representations for view synthesis often struggle to represent challenging view dependent effects such as distorted reflections and refractions. We present a novel neural light field representation that, in contrast to prior work, is fast, memory efficient, and excels at modeling complicated view dependence. Our method supports rendering with a single network evaluation per pixel for small baseline light fields and with only a few evaluations per pixel for light fields with larger baselines. At the core of our approach is a ray-space embedding network that maps 4D ray-space into an intermediate, interpolable latent space. Our method achieves state-of-the-art quality on dense forward-facing datasets such as the Stanford Light Field dataset. In addition, for forward-facing scenes with sparser inputs we achieve results that are competitive with NeRF-based approaches while providing a better speed/quality/memory trade-off with far fewer network evaluations. Benjamin Attal, Jia-Bin Huang 0001, Michael Zollhöfer, Johannes Kopf 0001, Changil Kim 0001 |
CVPR | 4 |
| 2022 | Boosting View Synthesis with Residual TransferabstractVolumetric view synthesis methods with neural representations, such as NeRF and NeX, have recently demonstrated high-quality novel view synthesis. However, optimizing these representations is slow, and even fully trained models cannot reproduce all fine details in the input views. We present a simple but effective technique to boost the rendering quality, which can be easily integrated with most view synthesis methods. The core idea is to transfer color resid-uals (the difference between the input images and their re-construction) from training views to novel views. We blend the residuals from multiple views using a heuristic weighting scheme depending on ray visibility and angular differ-ences. We integrate our technique with several state-of-the-art view synthesis methods and evaluate the Real Forward-facing and the Shiny datasets. Our results show that at about 1/10th the number of training iterations, we achieve the same rendering quality as fully converged NeRF and NeX models, and when applied to fully converged models, we significantly improve their rendering quality. Xuejian Rong, Jia-Bin Huang 0001, Ayush Saraf, Changil Kim 0001, Johannes Kopf 0001 |
CVPR | 5 |
| 2021 | Robust Consistent Video Depth EstimationabstractWe present an algorithm for estimating consistent dense depth maps and camera poses from a monocular video. We integrate a learning-based depth prior, in the form of a convolutional neural network trained for single-image depth estimation, with geometric optimization, to estimate a smooth camera trajectory as well as detailed and stable depth reconstruction. Our algorithm combines two complementary techniques: (1) flexible deformation-splines for low-frequency large-scale alignment and (2) geometry-aware depth filtering for high-frequency alignment of fine depth details. In contrast to prior approaches, our method does not require camera poses as input and achieves robust reconstruction for challenging hand-held cell phone captures containing a significant amount of noise, shake, motion blur, and rolling shutter deformations. Our method quantitatively outperforms state-of-the-arts on the Sintel benchmark for both depth and pose estimations and attains favorable qualitative results across diverse wild datasets. Johannes Kopf 0001, Xuejian Rong, Jia-Bin Huang 0001 |
CVPR | 1 |
| 2021 | Space-Time Neural Irradiance Fields for Free-Viewpoint VideoabstractWe present a method that learns a spatiotemporal neural irradiance field for dynamic scenes from a single video. Our learned representation enables free-viewpoint rendering of the input video. Our method builds upon recent advances in implicit representations. Learning a spatiotemporal irradiance field from a single video poses significant challenges because the video contains only one observation of the scene at any point in time. The 3D geometry of a scene can be legitimately represented in numerous ways since varying geometry (motion) can be explained with varying appearance and vice versa. We address this ambiguity by constraining the time-varying geometry of our dynamic scene representation using the scene depth estimated from video depth estimation methods, aggregating contents from individual frames into a single global representation. We provide an extensive quantitative evaluation and demonstrate compelling free-viewpoint rendering results. Wenqi Xian, Jia-Bin Huang 0001, Johannes Kopf 0001, Changil Kim 0001 |
CVPR | 3 |
| 2021 | Dynamic View Synthesis from Dynamic Monocular VideoabstractWe present an algorithm for generating novel views at arbitrary viewpoints and any input time step given a monocular video of a dynamic scene. Our work builds upon recent advances in neural implicit representation and uses continuous and differentiable functions for modeling the time-varying structure and the appearance of the scene. We jointly train a time-invariant static NeRF and a time-varying dynamic NeRF, and learn how to blend the results in an unsupervised manner. However, learning this implicit function from a single video is highly ill-posed (with infinitely many solutions that match the input video). To resolve the ambiguity, we introduce regularization losses to encourage a more physically plausible solution. We show extensive quantitative and qualitative results of dynamic view synthesis from casually captured videos. Chen Gao 0003, Ayush Saraf, Johannes Kopf 0001, Jia-Bin Huang 0001 |
ICCV | 3 |
| 2020 | 3D Photography Using Context-Aware Layered Depth InpaintingabstractWe propose a method for converting a single RGB-D input image into a 3D photo, i.e., a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that iteratively synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show less artifacts when compared with the state-of-the-arts. Meng-Li Shih, Shih-Yang Su, Johannes Kopf 0001, Jia-Bin Huang 0001 |
CVPR | 3 |
| 2020 | Flow-edge Guided Video Completion
Chen Gao 0003, Ayush Saraf, Jia-Bin Huang 0001, Johannes Kopf 0001 |
ECCV (12) | 4 |
| 2020 | One shot 3D photographyabstract3D photography is a new medium that allows viewers to more fully experience a captured moment. In this work, we refer to a 3D photo as one that displays parallax induced by moving the viewpoint (as opposed to a stereo pair with a fixed viewpoint). 3D photos are static in time, like traditional photos, but are displayed with interactive parallax on mobile or desktop screens, as well as on Virtual Reality devices, where viewing it also includes stereo. We present an end-to-end system for creating and viewing 3D photos, and the algorithmic and design choices therein. Our 3D photos are captured in a single shot and processed directly on a mobile device. The method starts by estimating depth from the 2D input image using a new monocular depth estimation network that is optimized for mobile devices. It performs competitively to the state-of-the-art, but has lower latency and peak memory consumption and uses an order of magnitude fewer parameters. The resulting depth is lifted to a layered depth image, and new geometry is synthesized in parallax regions. We synthesize color texture and structures in the parallax regions as well, using an inpainting network, also optimized for mobile devices, on the LDI directly. Finally, we convert the result into a mesh-based representation that can be efficiently transmitted and rendered even on low-end devices and over poor network connections. Altogether, the processing takes just a few seconds on a mobile device, and the result can be instantly viewed and shared. We perform extensive quantitative evaluation to validate our system and compare its new components against the current state-of-the-art. Johannes Kopf 0001, Kevin Matzen, Suhib Alsisan, Ocean Quigley, Francis Ge, Yangming Chong, Josh Patterson, Jan-Michael Frahm, Matthew Yu, Peizhao Zhang, Peter Vajda, Ayush Saraf, Michael F. Cohen |
ACM Trans. Graph. | 1 |
| 2020 | Consistent video depth estimationabstractWe present an algorithm for reconstructing dense, geometrically consistent depth for all pixels in a monocular video. We leverage a conventional structure-from-motion reconstruction to establish geometric constraints on pixels in the video. Unlike the ad-hoc priors in classical reconstruction, we use a learning-based prior, i.e., a convolutional neural network trained for single-image depth estimation. At test time, we fine-tune this network to satisfy the geometric constraints of a particular input video, while retaining its ability to synthesize plausible depth details in parts of the video that are less constrained. We show through quantitative validation that our method achieves higher accuracy and a higher degree of geometric consistency than previous monocular reconstruction methods. Visually, our results appear more stable. Our algorithm is able to handle challenging hand-held captured input videos with a moderate degree of dynamic motion. The improved quality of the reconstruction enables several applications, such as scene reconstruction and advanced video-based visual effects. Jia-Bin Huang 0001, Richard Szeliski, Kevin Matzen, Johannes Kopf 0001 |
ACM Trans. Graph. | 5 |
| 2018 | DeepMVS: Learning Multi-View StereopsisabstractWe present DeepMVS, a deep convolutional neural network (ConvNet) for multi-view stereo reconstruction. Taking an arbitrary number of posed images as input, we first produce a set of plane-sweep volumes and use the proposed DeepMVS network to predict high-quality disparity maps. The key contributions that enable these results are (1) supervised pretraining on a photorealistic synthetic dataset, (2) an effective method for aggregating information across a set of unordered images, and (3) integrating multi-layer feature activations from the pre-trained VGG-19 network. We validate the efficacy of DeepMVS using the ETH3D Benchmark. Our results show that DeepMVS compares favorably against state-of-the-art conventional MVS algorithms and other ConvNet based methods, particularly for near-textureless regions and thin structures. Kevin Matzen, Johannes Kopf 0001, Narendra Ahuja, Jia-Bin Huang 0001 |
CVPR | 3 |
| 2018 | Instant 3D photographyabstractWe present an algorithm for constructing 3D panoramas from a sequence of aligned color-and-depth image pairs. Such sequences can be conveniently captured using dual lens cell phone cameras that reconstruct depth maps from synchronized stereo image capture. Due to the small baseline and resulting triangulation error the depth maps are considerably degraded and contain low-frequency error, which prevents alignment using simple global transformations. We propose a novel optimization that jointly estimates the camera poses as well as spatially-varying adjustment maps that are applied to deform the depth maps and bring them into good alignment. When fusing the aligned images into a seamless mosaic we utilize a carefully designed data term and the high quality of our depth alignment to achieve two orders of magnitude speedup w.r.t. previous solutions that rely on discrete optimization by removing the need for label smoothness optimization. Our algorithm processes about one input image per second, resulting in an end-to-end runtime of about one minute for mid-sized panoramas. The final 3D panoramas are highly detailed and can be viewed with binocular and head motion parallax in VR. Peter Hedman, Johannes Kopf 0001 |
ACM Trans. Graph. | 2 |
| 2018 | Fast depth densification for occlusion-aware augmented realityabstractCurrent AR systems only track sparse geometric features but do not compute depth for all pixels. For this reason, most AR effects are pure overlays that can never be occluded by real objects. We present a novel algorithm that propagates sparse depth to every pixel in near realtime. The produced depth maps are spatio-temporally smooth but exhibit sharp discontinuities at depth edges. This enables AR effects that can fully interact with and be occluded by the real scene. Our algorithm uses a video and a sparse SLAM reconstruction as input. It starts by estimating soft depth edges from the gradient of optical flow fields. Because optical flow is unreliable near occlusions we compute forward and backward flow fields and fuse the resulting depth edges using a novel reliability measure. We then localize the depth edges by thinning and aligning them with image edges. Finally, we optimize the propagated depth smoothly but encourage discontinuities at the recovered depth edges. We present results for numerous real-world examples and demonstrate the effectiveness for several occlusion-aware AR video effects. To quantitatively evaluate our algorithm we characterize the properties that make depth maps desirable for AR applications, and present novel evaluation metrics that capture how well these are satisfied. Our results compare favorably to a set of competitive baseline algorithms in this context. Aleksander Holynski, Johannes Kopf 0001 |
ACM Trans. Graph. | 2 |
| 2018 | Co-segmentation for space-time co-located collections
Hadar Averbuch-Elor, Johannes Kopf 0001, Tamir Hazan, Daniel Cohen-Or |
Vis. Comput. | 2 |
| 2017 | Analysis and Controlled Synthesis of Inhomogeneous TexturesabstractMany interesting real-world textures are inhomogeneous and/or anisotropic. An inhomogeneous texture is one where various visual properties exhibit significant changes across the texture's spatial domain. Examples include perceptible changes in surface color, lighting, local texture pattern and/or its apparent scale, and weathering effects, which may vary abruptly, or in a continuous fashion. An anisotropic texture is one where the local patterns exhibit a preferred orientation, which also may vary across the spatial domain. While many example-based texture synthesis methods can be highly effective when synthesizing uniform (stationary) isotropic textures, synthesizing highly non-uniform textures, or ones with spatially varying orientation, is a considerably more challenging task, which so far has remained underexplored. In this paper, we propose a new method for automatic analysis and controlled synthesis of such textures. Given an input texture exemplar, our method generates a source guidance map comprising: (i) a scalar progression channel that attempts to capture the low frequency spatial changes in color, lighting, and local pattern combined, and (ii) a direction field that captures the local dominant orientation of the texture. Having augmented the texture exemplar with this guidance map, users can exercise better control over the synthesized result by providing easily specified target guidance maps, which are used to constrain the synthesis process. Yang Zhou 0007, Huajie Shi, Dani Lischinski, Minglun Gong, Johannes Kopf 0001, Hui Huang 0004 |
Comput. Graph. Forum | 5 |
| 2017 | Bringing portraits to lifeabstractWe present a technique to automatically animate a still portrait, making it possible for the subject in the photo to come to life and express various emotions. We use a driving video (of a different subject) and develop means to transfer the expressiveness of the subject in the driving video to the target portrait. In contrast to previous work that requires an input video of the target face to reenact a facial performance, our technique uses only a single target image. We animate the target image through 2D warps that imitate the facial transformations in the driving video. As warps alone do not carry the full expressiveness of the face, we add fine-scale dynamic details which are commonly associated with facial expressions such as creases and wrinkles. Furthermore, we hallucinate regions that are hidden in the input target face, most notably in the inner mouth. Our technique gives rise to reactive profiles , where people in still images can automatically interact with their viewers. We demonstrate our technique operating on numerous still portraits from the internet. Hadar Averbuch-Elor, Daniel Cohen-Or, Johannes Kopf 0001, Michael F. Cohen |
ACM Trans. Graph. | 3 |
| 2017 | Casual 3D photographyabstractWe present an algorithm that enables casual 3D photography. Given a set of input photos captured with a hand-held cell phone or DSLR camera, our algorithm reconstructs a 3D photo , a central panoramic, textured, normal mapped, multi-layered geometric mesh representation. 3D photos can be stored compactly and are optimized for being rendered from viewpoints that are near the capture viewpoints. They can be rendered using a standard rasterization pipeline to produce perspective views with motion parallax. When viewed in VR, 3D photos provide geometrically consistent views for both eyes. Our geometric representation also allows interacting with the scene using 3D geometry-aware effects, such as adding new objects to the scene and artistic lighting effects. Our 3D photo reconstruction algorithm starts with a standard structure from motion and multi-view stereo reconstruction of the scene. The dense stereo reconstruction is made robust to the imperfect capture conditions using a novel near envelope cost volume prior that discards erroneous near depth hypotheses. We propose a novel parallax-tolerant stitching algorithm that warps the depth maps into the central panorama and stitches two color-and-depth panoramas for the front and back scene surfaces. The two panoramas are fused into a single non-redundant, well-connected geometric mesh. We provide videos demonstrating users interactively viewing and manipulating our 3D photos. Peter Hedman, Suhib Alsisan, Richard Szeliski, Johannes Kopf 0001 |
ACM Trans. Graph. | 4 |
| 2017 | Low-cost 360 stereo photography and video captureabstractA number of consumer-grade spherical cameras have recently appeared, enabling affordable monoscopic VR content creation in the form of full 360° X 180° spherical panoramic photos and videos. While monoscopic content is certainly engaging, it fails to leverage a main aspect of VR HMDs, namely stereoscopic display. Recent stereoscopic capture rigs involve placing many cameras in a ring and synthesizing an omni-directional stereo panorama enabling a user to look around to explore the scene in stereo. In this work, we describe a method that takes images from two 360° spherical cameras and synthesizes an omni-directional stereo panorama with stereo in all directions. Our proposed method has a lower equipment cost than camera-ring alternatives, can be assembled with currently available off-the-shelf equipment, and is relatively small and light-weight compared to the alternatives. We validate our method by generating both stills and videos. We have conducted a user study to better understand what kinds of geometric processing are necessary for a pleasant viewing experience. We also discuss several algorithmic variations, each with their own time and quality trade-offs. Kevin Matzen, Michael F. Cohen, Bryce Evans, Johannes Kopf 0001, Richard Szeliski |
ACM Trans. Graph. | 4 |
| 2017 | Virtual Rephotography: Novel View Prediction Error for 3D ReconstructionabstractThe ultimate goal of many image-based modeling systems is to render photo-realistic novel views of a scene without visible artifacts. Existing evaluation metrics and benchmarks focus mainly on the geometric accuracy of the reconstructed model, which is, however, a poor predictor of visual accuracy. Furthermore, using only geometric accuracy by itself does not allow evaluating systems that either lack a geometric scene representation or utilize coarse proxy geometry. Examples include a light field and most image-based rendering systems. We propose a unified evaluation approach based on novel view prediction error that is able to analyze the visual quality of any method that can render novel views from input images. One key advantage of this approach is that it does not require ground truth geometry. This dramatically simplifies the creation of test datasets and benchmarks. It also allows us to evaluate the quality of an unknown scene during the acquisition and reconstruction process, which is useful for acquisition planning. We evaluate our approach on a range of methods, including standard geometry-plus-texture pipelines as well as image-based rendering techniques, compare it to existing geometry-based benchmarks, demonstrate its utility for a range of use cases, and present a new virtual rephotography-based benchmark for image-based modeling and rendering systems. Michael Waechter, Mate Beljan, Simon Fuhrmann, Nils Moehrle, Johannes Kopf 0001, Michael Goesele |
ACM Trans. Graph. | 5 |
| 2017 | Virtual rephotography: novel view prediction error for 3D reconstruction
Michael Waechter, Mate Beljan, Simon Fuhrmann, Nils Moehrle, Johannes Kopf 0001, Michael Goesele |
ACM Trans. Graph. | 5 |
| 2016 | Smooth Image Sequences for Data-driven MorphingabstractAbstract Smoothness is a quality that feels aesthetic and pleasing to the human eye. We present an algorithm for finding “as‐smooth‐as‐possible” sequences in image collections. In contrast to previous work, our method does not assume that the images show a common 3D scene, but instead may depict different object instances with varying deformations, and significant variation in lighting, texture, and color appearance. Our algorithm does not rely on a notion of camera pose, view direction, or 3D representation of an underlying scene, but instead directly optimizes the smoothness of the apparent motion of local point matches among the collection images. We increase the smoothness of our sequences by performing a global similarity transform alignment, as well as localized geometric wobble reduction and appearance stabilization. Our technique gives rise to a new kind of image morphing algorithm, in which the in‐between motion is derived in a data‐driven manner from a smooth sequence of real images without any user intervention. This new type of morph can go far beyond the ability of traditional techniques. We also demonstrate that our smooth sequences allow exploring large image collections in a stable manner. Hadar Averbuch-Elor, Daniel Cohen-Or, Johannes Kopf 0001 |
Comput. Graph. Forum | 3 |
| 2016 | Proxy-guided Image-based Rendering for Mobile DevicesabstractAbstract VR headsets and hand‐held devices are not powerful enough to render complex scenes in real‐time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image‐based rendering (IBR) architecture for masking the latency. It runs in real‐time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual quality even for large view displacements. We propose a novel server‐sidedual‐viewrepresentation that leverages an optimally‐placed extra view and depth peeling to provide the client with coverage for filling disocclusion holes. This representation is directly rendered in a novel wide‐angle projection with favorable directional parameterization. A new client‐side IBR algorithm uses a pre‐transmitted level‐of‐detail proxy with an encaging simplification and depth‐carving to maintain highly complex geometric detail. We demonstrate our approach with typical VR / mobile gaming applications running on mobile hardware. Our technique compares favorably to competing approaches according to perceptual and numerical comparisons. Bernhard Reinert, Johannes Kopf 0001, Tobias Ritschel 0001, Eduardo Cuervo Laffaye, David Chu, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2016 | Temporally coherent completion of dynamic videoabstractWe present an automatic video completion algorithm that synthesizes missing regions in videos in a temporally coherent fashion. Our algorithm can handle dynamic scenes captured using a moving camera. State-of-the-art approaches have difficulties handling such videos because viewpoint changes cause image-space motion vectors in the missing and known regions to be inconsistent. We address this problem by jointly estimating optical flow and color in the missing regions. Using pixel-wise forward/backward flow fields enables us to synthesize temporally coherent colors. We formulate the problem as a non-parametric patch-based optimization. We demonstrate our technique on numerous challenging videos. Jia-Bin Huang 0001, Sing Bing Kang, Narendra Ahuja, Johannes Kopf 0001 |
ACM Trans. Graph. | 4 |
| 2016 | 360° video stabilizationabstractWe present a hybrid 3D-2D algorithm for stabilizing 360° video using a deformable rotation motion model. Our algorithm uses 3D analysis to estimate the rotation between key frames that are appropriately spaced such that the right amount of motion has occurred to make that operation reliable. For the remaining frames, it uses 2D optimization to maximize the visual smoothness of feature point trajectories. A new low-dimensional flexible deformed rotation motion model enables handling small translational jitter, parallax, lens deformation, and rolling shutter wobble. Our 3D-2D architecture achieves better robustness, speed, and smoothing ability than either pure 2D or 3D methods can provide. Stabilizing a video with our method takes less time than playing it at normal speed. The results are sufficiently smooth to be played back at high speed-up factors; for this purpose we present a simple 360° hyperlapse algorithm that remaps the video frame time stamps to balance the apparent camera velocity. Johannes Kopf 0001 |
ACM Trans. Graph. | 1 |
| 2015 | Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud GamingabstractGaming on phones, tablets and laptops is very popular. Cloud gaming - where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames - promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem responsiveness unacceptable. Kyungmin Lee, David Chu, Eduardo Cuervo Laffaye, Johannes Kopf 0001, Yury Degtyarev, Sergey Grizan, Alec Wolman, Jason Flinn |
MobiSys | 4 |
| 2015 | Depixelizing pixel art in real-timeabstractPixel art was frequently employed in games of the 90s and earlier. On today's large and high-resolution displays, pixel art looks blocky. Recently, an algorithm was introduced [Kopf and Lischinski 2011] to create a smooth, resolution-independent vector representation from pixel art. However, the algorithm is far too slow for interactive use, for example in a game. This poster presents an efficient implementation of the algorithm on the GPU, so that it runs at real-time rates and can be incorporated into current game emulators. Felix Kreuzer, Johannes Kopf 0001, Michael Wimmer 0001 |
I3D | 2 |
| 2015 | Distilled Collections from Textual Image QueriesabstractAbstract We present a distillation algorithm which operates on a large, unstructured, and noisy collection of internet images returned from an online object query. We introduce the notion of a distilled set, which is a clean, coherent, and structured subset of inlier images. In addition, the object of interest is properly segmented out throughout the distilled set. Our approach is unsupervised, built on a novel clustering scheme, and solves the distillation and object segmentation problems simultaneously. In essence, instead of distilling the collection of images, we distill a collection of loosely cutout foreground “shapes”, which may or may not contain the queried object. Our key observation, which motivated our clustering scheme, is that outlier shapes are expected to be random in nature, whereas, inlier shapes, which do tightly enclose the object of interest, tend to be well supported by similar shapes captured in similar views. We analyze the commonalities among candidate foreground segments, without aiming to analyze their semantics, but simply by clustering similar shapes and considering only the most significant clusters representing non‐trivial shapes. We show that when tuned conservatively, our distillation algorithm is able to extract a near perfect subset of true inliers. Furthermore, we show that our technique scales well in the sense that the precision rate remains high, as the collection grows. We demonstrate the utility of our distillation results with a number of interesting graphics applications. Hadar Averbuch-Elor, Yunhai Wang, Yiming Qian, Minglun Gong, Johannes Kopf 0001, Hao (Richard) Zhang, Daniel Cohen-Or |
Comput. Graph. Forum | 5 |
| 2015 | Self Tuning Texture OptimizationabstractAbstract The goal of example‐based texture synthesis methods is to generate arbitrarily large textures from limited exemplars in order to fit the exact dimensions and resolution required for a specific modeling task. The challenge is to faithfully capture all of the visual characteristics of the exemplar texture, without introducing obvious repetitions or unnatural looking visual elements. While existing non‐parametric synthesis methods have made remarkable progress towards this goal, most such methods have been demonstrated only on relatively low‐resolution exemplars. Real‐world high resolution textures often contain texture details at multiple scales, which these methods have difficulty reproducing faithfully. In this work, we present a new general‐purpose and fully automatic self‐tuning non‐parametric texture synthesis method that extends Texture Optimization by introducing several key improvements that result in superior synthesis ability. Our method is able to self‐tune its various parameters and weights and focuses on addressing three challenging aspects of texture synthesis: (i) irregular large scale structures are faithfully reproduced through the use of automatically generated and weighted guidance channels; (ii) repetition and smoothing of texture patches is avoided by new spatial uniformity constraints; (iii) a smart initialization strategy is used in order to improve the synthesis of regular and near‐regular textures, without affecting textures that do not exhibit regularities. We demonstrate the versatility and robustness of our completely automatic approach on a variety of challenging high‐resolution texture exemplars. Alexandre Kaspar, Boris Neubert, Dani Lischinski, Mark Pauly, Johannes Kopf 0001 |
Comput. Graph. Forum | 5 |
| 2014 | Image completion using planar structure guidanceabstractWe propose a method for automatically guiding patch-based image completion using mid-level structural cues. Our method first estimates planar projection parameters, softly segments the known region into planes, and discovers translational regularity within these planes. This information is then converted into soft constraints for the low-level completion algorithm by defining prior probabilities for patch offsets and transformations. Our method handles multiple planes, and in the absence of any detected planes falls back to a baseline fronto-parallel image completion algorithm. We validate our technique through extensive comparisons with state-of-the-art algorithms on a variety of scenes. Jia-Bin Huang 0001, Sing Bing Kang, Narendra Ahuja, Johannes Kopf 0001 |
ACM Trans. Graph. | 4 |
| 2014 | First-person hyper-lapse videosabstractWe present a method for converting first-person videos, for example, captured with a helmet camera during activities such as rock climbing or bicycling, into hyper-lapse videos, i.e., time-lapse videos with a smoothly moving camera. At high speed-up rates, simple frame sub-sampling coupled with existing video stabilization methods does not work, because the erratic camera shake present in first-person videos is amplified by the speed-up. Our algorithm first reconstructs the 3D input camera path as well as dense, per-frame proxy geometries. We then optimize a novel camera path for the output video that passes near the input cameras while ensuring that the virtual camera looks in directions that can be rendered well from the input. Finally, we generate the novel smoothed, time-lapse video by rendering, stitching, and blending appropriately selected source frames for each output frame. We present a number of results for challenging videos that cannot be processed using traditional techniques. Johannes Kopf 0001, Michael F. Cohen, Richard Szeliski |
ACM Trans. Graph. | 1 |
| 2014 | Parametric meta-filter modeling from a single example pair
Shi-Sheng Huang, Guo-Xin Zhang, Yukun Lai, Johannes Kopf 0001, Daniel Cohen-Or, Shi-Min Hu 0001 |
Vis. Comput. | 4 |
| 2013 | Unsupervised Joint Object Discovery and Segmentation in Internet ImagesabstractWe present a new unsupervised algorithm to discover and segment out common objects from large and diverse image collections. In contrast to previous co-segmentation methods, our algorithm performs well even in the presence of significant amounts of noise images (images not containing a common object), as typical for datasets collected from Internet search. The key insight to our algorithm is that common object patterns should be salient within each image, while being sparse with respect to smooth transformations across other images. We propose to use dense correspondences between images to capture the sparsity and visual variability of the common object over the entire database, which enables us to ignore noise objects that may be salient within their own images but do not commonly occur in others. We performed extensive numerical evaluation on established co-segmentation datasets, as well as several new datasets generated using Internet search. Our approach is able to effectively segment out the common object for diverse object categories, while naturally identifying images where the common object is not present. Michael Rubinstein, Armand Joulin, Johannes Kopf 0001, Ce Liu 0001 |
CVPR | 3 |
| 2013 | Transformation guided image completionabstractIn this paper, we describe a new interactive image completion system that allows users to easily specify various forms of mid-level structures in the image. Our system supports the specification of four basic symmetric types: reflection, translation, rotation, and glide. The user inputs are automatically converted into guidance maps that encode possible candidate shifts and, indirectly, local transformations of rotation and scale. These guidance maps are used in conjunction with a color matching cost for image completion. We show that our system is capable of handling a variety of challenging examples. Jia-Bin Huang 0001, Johannes Kopf 0001, Narendra Ahuja, Sing Bing Kang |
ICCP | 2 |
| 2013 | Image-based rendering in the gradient domainabstractWe propose a novel image-based rendering algorithm for handling complex scenes that may include reflective surfaces. Our key contribution lies in treating the problem in the gradient domain. We use a standard technique to estimate scene depth, but assign depths to image gradients rather than pixels. A novel view is obtained by rendering the horizontal and vertical gradients, from which the final result is reconstructed through Poisson integration using an approximate solution as a data term. Our algorithm is able to handle general scenes including reflections and similar effects without explicitly separating the scene into reflective and transmissive parts, as required by previous work. Our prototype renderer is fully implemented on the GPU and runs in real time on commodity hardware. Johannes Kopf 0001, Fabian Langguth, Daniel Scharstein, Richard Szeliski, Michael Goesele |
ACM Trans. Graph. | 1 |
| 2013 | Content-adaptive image downscalingabstractThis paper introduces a novel content-adaptive image downscaling method. The key idea is to optimize the shape and locations of the downsampling kernels to better align with local image features. Our content-adaptive kernels are formed as a bilateral combination of two Gaussian kernels defined over space and color, respectively. This yields a continuum ranging from smoothing to edge/detail preserving kernels driven by image content. We optimize these kernels to represent the input image well, by finding an output image from which the input can be well reconstructed. This is technically realized as an iterative maximum-likelihood optimization using a constrained variation of the Expectation-Maximization algorithm. In comparison to previous downscaling algorithms, our results remain crisper without suffering from ringing artifacts. Besides natural images, our algorithm is also effective for creating pixel art images from vector graphics inputs, due to its ability to keep linear features sharp and connected. Johannes Kopf 0001, Ariel Shamir, Pieter Peers |
ACM Trans. Graph. | 1 |
| 2012 | Quality prediction for image completionabstractWe present a data-driven method to predict the quality of an image completion method. Our method is based on the state-of-the-art non-parametric framework of Wexleret al. [2007]. It uses automatically derived search space constraints for patch source regions, which lead to improved texture synthesis and semantically more plausible results. These constraints also facilitate performance prediction by allowing us to correlate output quality against features of possible regions used for synthesis. We use our algorithm to first crop and then complete stitched panoramas. Our predictive ability is used to find an optimal crop shapebeforethe completion is computed, potentially saving significant amounts of computation. Our optimized crop includes as much of the original panorama as possible while avoiding regions that can be less successfully filled in. Our predictor can also be applied for hole filling in the interior of images. In addition to extensive comparative results, we ran several user studies validating our predictive feature, good relative quality of our results against those of other state-of-the-art algorithms, and our automatic cropping algorithm. Johannes Kopf 0001, Wolf Kienzle, Steven Mark Drucker, Sing Bing Kang |
ACM Trans. Graph. | 1 |
| 2012 | Digital reconstruction of halftoned color comicsabstractWe introduce a method for automated conversion of scanned color comic books and graphical novels into a new high-fidelity rescalable digital representation. Since crisp black line artwork and lettering are the most important structural and stylistic elements in this important genre of color illustrations, our digitization process is geared towards faithful reconstruction of these elements. This is a challenging task, because commercial presses perform halftoning (screening) to approximate continuous tones and colors with overlapping grids of dots. Although a large number of inverse haftoning (descreening) methods exist, they typically blur the intricate black artwork. Our approach is specifically designed to descreen color comics, which typically reproduce color using screened CMY inks, but print the black artwork using non-screened solid black ink. After separating the scanned image into three screening grids, one for each of the CMY process inks, we use non-linear optimization to fit a parametric model describing each grid, and simultaneously recover the non-screened black ink layer, which is then vectorized. The result of this process is a high quality, compact, and rescalable digital representation of the original artwork. Johannes Kopf 0001, Dani Lischinski |
ACM Trans. Graph. | 1 |
| 2012 | Image-based rendering for scenes with reflectionsabstractWe present a system for image-based modeling and rendering of real-world scenes containing reflective and glossy surfaces. Previous approaches to image-based rendering assume that the scene can be approximated by 3D proxies that enable view interpolation using traditional back-to-front or z-buffer compositing. In this work, we show how these can be generalized to multiple layers that are combined in an additive fashion to model the reflection and transmission of light that occurs at specular surfaces such as glass and glossy materials. To simplify the analysis and rendering stages, we model the world using piecewise-planar layers combined using both additive and opaque mixing of light. We also introduce novel techniques for estimating multiple depths in the scene and separating the reflection and transmission components into different layers. We then use our system to model and render a variety of real-world scenes with reflections. Sudipta N. Sinha, Johannes Kopf 0001, Michael Goesele, Daniel Scharstein, Richard Szeliski |
ACM Trans. Graph. | 2 |
| 2011 | Depixelizing pixel artabstractWe describe a novel algorithm for extracting a resolution-independent vector representation from pixel art images, which enables magnifying the results by an arbitrary amount without image degradation. Our algorithm resolves pixel-scale features in the input and converts them into regions with smoothly varying shading that are crisply separated by piecewise-smooth contour curves. In the original image, pixels are represented on a square pixel lattice, where diagonal neighbors are only connected through a single point. This causes thin features to become visually disconnected under magnification by conventional means, and creates ambiguities in the connectedness and separation of diagonal neighbors. The key to our algorithm is in resolving these ambiguities. This enables us to reshape the pixel cells so that neighboring pixels belonging to the same feature are connected through edges, thereby preserving the feature connectivity under magnification. We reduce pixel aliasing artifacts and improve smoothness by fitting spline curves to contours in the image and optimizing their control points. Johannes Kopf 0001, Dani Lischinski |
ACM Trans. Graph. | 1 |
| 2010 | Automatic generation of destination mapsabstractDestination maps are navigational aids designed to show anyone within a region how to reach a location (the destination). Hand-designed destination maps include only the most important roads in the region and are non-uniformly scaled to ensure that all of the important roads from the highways to the residential streets are visible. We present the first automated system for creating such destination maps based on the design principles used by mapmakers. Our system includes novel algorithms for selecting the important roads based on mental representations of road networks, and for laying out the roads based on a non-linear optimization procedure. The final layouts are labeled and rendered in a variety of styles ranging from informal to more formal map styles. The system has been used to generate over 57,000 destination maps by thousands of users. We report feedback from both a formal and informal user study, as well as provide quantitative measures of success. Johannes Kopf 0001, Maneesh Agrawala, David Bargeron, David Salesin, Michael F. Cohen |
ACM Trans. Graph. | 1 |
| 2010 | Street slide: browsing street level imageryabstractSystems such as Google Street View and Bing Maps Streetside enable users to virtually visit cities by navigating between immersive 360° panoramas, or bubbles. The discrete moves from bubble to bubble enabled in these systems do not provide a good visual sense of a larger aggregate such as a whole city block. Multi-perspective "strip" panoramas can provide a visual summary of a city street but lack the full realism of immersive panoramas. We present Street Slide, which combines the best aspects of the immersive nature of bubbles with the overview provided by multi-perspective strip panoramas. We demonstrate a seamless transition between bubbles and multi-perspective panoramas. We also present a dynamic construction of the panoramas which overcomes many of the limitations of previous systems. As the user slides sideways, the multi-perspective panorama is constructed and rendered dynamically to simulate either a perspective or hyper-perspective view. This provides a strong sense of parallax, which adds to the immersion. We call this form of sliding sideways while looking at a street façade a street slide. Finally we integrate annotations and a mini-map within the user interface to provide geographic information as well additional affordances for navigation. We demonstrate our Street Slide system on a series of intersecting streets in an urban setting. We report the results of a user study, which shows that visual searching is greatly enhanced with the Street Slide interface over existing systems from Google and Bing. Johannes Kopf 0001, Billy Chen, Richard Szeliski, Michael F. Cohen |
ACM Trans. Graph. | 1 |
| 2009 | Locally Adapted Projections to Reduce Panorama DistortionsabstractAbstract Displaying panoramic and wide angle views on a flat 2D display surface is necessarily prone to distortions. Perspective projections are limited to fairly narrow view angles. Cylindrical and spherical projections can show full 360° panoramas, but at the cost of curving straight lines, interfering with the perception of salient shapes in the scene. In this paper, we introducelocally‐adapted projections. Such projections are defined by a continuous projection surface consisting of both near‐planar and curved parts. A simple and intuitive user interface allows the specification of regions of interest to be mapped to the near‐planar parts, thereby reducing bending artifacts. We demonstrate the effectiveness of our approach on a variety of panoramic and wide angle images, including both indoor and outdoor scenes. Johannes Kopf 0001, Dani Lischinski, Oliver Deussen, Daniel Cohen-Or, Michael F. Cohen |
Comput. Graph. Forum | 1 |
| 2008 | Annotating gigapixel imagesabstractPanning and zooming interfaces for exploring very large images containing billions of pixels (gigapixel images) have recently appeared on the internet. This paper addresses issues that arise when creating and rendering auditory and textual annotations for such images. In particular, we define a distance metric between each annotation and any view resulting from panning and zooming on the image. The distance then informs the rendering of audio annotations and text labels. We demonstrate the annotation system on a number of panoramic images. Qing Luan, Steven Mark Drucker, Johannes Kopf 0001, Ying-Qing Xu, Michael F. Cohen |
UIST | 3 |
| 2008 | Deep photo: model-based photograph enhancement and viewingabstractIn this paper, we introduce a novel system for browsing, enhancing, and manipulating casual outdoor photographs by combining them with already existing georeferenced digital terrain and urban models. A simple interactive registration process is used to align a photograph with such a model. Once the photograph and the model have been registered, an abundance of information, such as depth, texture, and GIS data, becomes immediately available to our system. This information, in turn, enables a variety of operations, ranging from dehazing and relighting the photograph, to novel view synthesis, and overlaying with geographic information. We describe the implementation of a number of these applications and discuss possible extensions. Our results show that augmenting photographs with already available 3D models of the world supports a wide variety of new ways for us to experience and interact with our everyday snapshots. Johannes Kopf 0001, Boris Neubert, Billy Chen, Michael F. Cohen, Daniel Cohen-Or, Oliver Deussen, Matthew Uyttendaele, Dani Lischinski |
ACM Trans. Graph. | 1 |
| 2007 | GPU-assisted positive mean value coordinates for mesh deformations
Yaron Lipman, Johannes Kopf 0001, Daniel Cohen-Or, David Levin |
Symposium on Geometry Processing | 2 |
| 2007 | Joint bilateral upsamplingabstractImage analysis and enhancement tasks such as tone mapping, colorization, stereo depth, and photomontage, often require computing a solution (e.g., for exposure, chromaticity, disparity, labels) over the pixel grid. Computational and memory costs often require that a smaller solution be run over a downsampled image. Although general purpose upsampling methods can be used to interpolate the low resolution solution to the full resolution, these methods generally assume a smoothness prior for the interpolation. We demonstrate that in cases, such as those above, the available high resolution input image may be leveraged as a prior in the context of a joint bilateral upsampling procedure to produce a better high resolution solution. We show results for each of the applications above and compare them to traditional upsampling methods. Johannes Kopf 0001, Michael F. Cohen, Dani Lischinski, Matthew Uyttendaele |
ACM Trans. Graph. | 1 |
| 2007 | Solid texture synthesis from 2D exemplarsabstractWe present a novel method for synthesizing solid textures from 2D texture exemplars. First, we extend 2D texture optimization techniques to synthesize 3D texture solids. Next, the non-parametric texture optimization approach is integrated with histogram matching, which forces the global statistics of the synthesized solid to match those of the exemplar. This improves the convergence of the synthesis process and enables using smaller neighborhoods. In addition to producing compelling texture mapped surfaces, our method also effectively models the material in the interior of solid objects. We also demonstrate that our method is well-suited for synthesizing textures with a large number of channels per texel. Johannes Kopf 0001, Chi-Wing Fu, Daniel Cohen-Or, Oliver Deussen, Dani Lischinski, Tien-Tsin Wong |
ACM Trans. Graph. | 1 |
| 2007 | Capturing and viewing gigapixel imagesabstractWe present a system to capture and view "Gigapixel images": very high resolution, high dynamic range, and wide angle imagery consisting of several billion pixels each. A specialized camera mount, in combination with an automated pipeline for alignment, exposure compensation, and stitching, provide the means to acquire Gigapixel images with a standard camera and lens. More importantly, our novel viewer enables exploration of such images at interactive rates over a network, while dynamically and smoothly interpolating the projection between perspective and curved projections, and simultaneously modifying the tone-mapping to ensure an optimal view of the portion of the scene being viewed. Johannes Kopf 0001, Matthew Uyttendaele, Oliver Deussen, Michael F. Cohen |
ACM Trans. Graph. | 1 |
| 2006 | Recursive Wang tiles for real-time blue noiseabstractWell distributed point sets play an important role in a variety of computer graphics contexts, such as anti-aliasing, global illumination, halftoning, non-photorealistic rendering, point-based modeling and rendering, and geometry processing. In this paper, we introduce a novel technique for rapidly generating large point sets possessing a blue noise Fourier spectrum and high visual quality. Our technique generates non-periodic point sets, distributed over arbitrarily large areas. The local density of a point set may be prescribed by an arbitrary target density function, without any preset bound on the maximum density. Our technique is deterministic and tile-based; thus, any local portion of a potentially infinite point set may be consistently regenerated as needed. The memory footprint of the technique is constant, and the cost to generate any local portion of the point set is proportional to the integral over the target density in that area. These properties make our technique highly suitable for a variety of real-time interactive applications, some of which are demonstrated in the paper.Our technique utilizes a set of carefully constructed progressive and recursive blue noise Wang tiles. The use of Wang tiles enables the generation of infinite non-periodic tilings. The progressive point sets inside each tile are able to produce spatially varying point densities. Recursion allows our technique to adaptively subdivide tiles only where high density is required, and makes it possible to zoom into point sets by an arbitrary amount, while maintaining a constant apparent density. Johannes Kopf 0001, Daniel Cohen-Or, Oliver Deussen, Dani Lischinski |
ACM Trans. Graph. | 1 |
| 2005 | Realistic real-time rendering of landscapes using billboard cloudsabstractWe present techniques for realistic real-time rendering of complex landscapes that consist of many highly detailed plant models. The plants are approximated by dynamically changing sets of billboards. Realistic illumination is approximated using spherical harmonics. Since even the rendering of simple billboard cloud plants is too time consuming, the landscape in the background is approximated with shell textures. The combination of these techniques allows us to render large scenes in real-time with varying illumination, which is interesting for computer games and interactive visualization in landscaping and architecture as well as modelling. Stephan Behrendt, Carsten Colditz, Oliver Franzke, Johannes Kopf 0001, Oliver Deussen |
Comput. Graph. Forum | 4 |