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Maximilian Frühauf

dblp:386/6350 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
1 paper
Geometric modeling and processing · 50% Rendering · 50%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
differentiable rendering
0.812024
QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images · CVPR 2024
Rendering › inverse rendering
material and illumination decomposition
0.812024
QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images · CVPR 2024
Geometric modeling and processing
mesh generation
0.812024
QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images · CVPR 2024
Geometric modeling and processing › mesh processing
remeshing
0.812024
QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images · CVPR 2024
Computer vision › 3D vision
3d reconstruction
0.212024
QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images · CVPR 2024
Computer vision › 3D vision
implicit neural representation
0.212024
QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images · CVPR 2024

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

vertex displacement · 1.5neural implicit representation · 1.5catmull-clark subdivision · 1.5
YearPublicationVenuePosition
2024 QUADify: Extracting Meshes with Pixel-Level Details and Materials from Images
abstract
Despite exciting progress in automatic 3D reconstruction from images, excessive and irregular triangular faces in the resulting meshes still constitute a significant challenge when it comes to adoption in practical artist work-flows. Therefore, we propose a method to extract regular quad-dominant meshes from posed images. More specifically, we generate a high-quality 3D model through de-composition into an easily editable quad-dominant mesh with pixel-level details such as displacement, materials, and lighting. To enable end-to-end learning of shape and quad topology, we QUADify a neural implicit representation using our novel differentiable re-meshing objective. Distinct from previous work, our method exploits artifact-free Catmull-Clark subdivision combined with vertex displacement to extract pixel-level details linked to the base geom-etry. Finally, we apply differentiable rendering techniques for material and lighting decomposition to optimize for image reconstruction. Our experiments show the benefits of end-to-end re-meshing and that our method yields state-of-the-art geometric accuracy while providing lightweight meshes with displacements and textures that are directly compatible with professional renderers and game engines.
Maximilian Frühauf, Hayko Riemenschneider, Markus Gross 0001, Christopher Schroers
CVPR1