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Moritz Heep

dblp:387/1986 · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2025
0009-0009-3760-8371ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 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
2 papers
Geometric modeling and processing · 100%
Artificial intelligence
2 papers
3D vision · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
surface normal integration
1.622025
Feature-Preserving Mesh Decimation for Normal Integration · CVPR 2025
An Adaptive Screen-Space Meshing Approach for Normal Integration · ECCV (38) 2024
Computer vision › 3D vision
3d reconstruction
0.912025
Feature-Preserving Mesh Decimation for Normal Integration · CVPR 2025
Geometric modeling and processing › mesh processing › mesh simplification
mesh decimation
0.912025
Feature-Preserving Mesh Decimation for Normal Integration · CVPR 2025
Geometric modeling and processing
mesh processing
0.912025
Feature-Preserving Mesh Decimation for Normal Integration · CVPR 2025
Computer vision › 3D vision › 3d reconstruction
depth and surface reconstruction
0.812024
An Adaptive Screen-Space Meshing Approach for Normal Integration · ECCV (38) 2024
Geometric modeling and processing
mesh generation
0.812024
An Adaptive Screen-Space Meshing Approach for Normal Integration · ECCV (38) 2024
Geometric modeling and processing
surface reconstruction
0.812024
An Adaptive Screen-Space Meshing Approach for Normal Integration · ECCV (38) 2024
Geometric modeling and processing › mesh generation
delaunay triangulation
0.312025
Feature-Preserving Mesh Decimation for Normal Integration · CVPR 2025

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

quadric error metric · 1.7optimal delaunay triangulation · 1.7discrete differential geometry · 1.5adaptive triangulation · 1.5
YearPublicationVenuePosition
2025 Feature-Preserving Mesh Decimation for Normal Integration
abstract
Normal integration reconstructs 3D surfaces from normal maps obtained e.g. by photometric stereo. These normal maps capture surface details down to the pixel level but require large computational resources for integration at high resolutions. In this work, we replace the dense pixel grid with a sparse anisotropic triangle mesh prior to normal integration. We adapt the triangle mesh to the local geometry in the case of complex surface structures and remove oversampling from flat featureless regions. For high-resolution images, the resulting compression reduces normal integration runtimes from hours to minutes while maintaining high surface accuracy. Our main contribution is the derivation of the well-known quadric error measure from mesh decimation for screen space applications and its combination with optimal Delaunay triangulation. Code is available at https://moritzheep.github.io/anisotropic-screen-meshing.
Moritz Heep, Sven Behnke, Eduard Zell
CVPR1
2024 An Adaptive Screen-Space Meshing Approach for Normal Integration
abstract
Reconstructing surfaces from normals is a key component of photometric stereo. This work introduces an adaptive surface triangulation in the image domain and afterwards performs the normal integration on a triangle mesh. Our key insight is that surface curvature can be computed from normals. Based on the curvature, we identify flat areas and aggregate pixels into triangles. The approximation quality is controlled by a single user parameter facilitating a seamless generation of low- to high-resolution meshes. Compared to pixel grids, our triangle meshes adapt locally to surface details and allow for a sparser representation. Our new mesh-based formulation of the normal integration problem is strictly derived from discrete differential geometry and leads to well-conditioned linear systems. Results on real and synthetic data show that 10 to 100 times less vertices are required than pixels. Experiments suggest that this sparsity translates into a sublinear runtime in the number of pixels. For 64 MP normal maps, our meshing-first approach generates and integrates meshes in minutes while pixel-based approaches require hours just for the integration.
Moritz Heep, Eduard Zell
ECCV (38)1
2022 ShadowPatch: Shadow Based Segmentation for Reliable Depth Discontinuities in Photometric Stereo
abstract
Abstract Photometric stereo is a well‐established method with outstanding traits to recover surface details and material properties, like surface albedo or even specularity. However, while the surface is locally well‐defined, computing absolute depth by integrating surface normals is notoriously difficult. Integration errors can be introduced and propagated by numerical inaccuracies from inter‐reflection of light or non‐Lambertian surfaces. But especially ignoring depth discontinuities for overlapping or disconnected objects, will introduce strong distortion artefacts. During the acquisition process the object is lit from different positions and self‐shadowing is in general considered as an unavoidable drawback, complicating the numerical estimation of normals. However, we observe that shadow boundaries correlate strongly with depth discontinuities and exploit the visual structure introduced by self‐shadowing to create a consistent image segmentation of continuous surfaces. In order to make depth estimation more robust, we deeply integrate photometric stereo with depth‐from‐stereo. Having obtained a shadow based segmentation of continuous surfaces, allows us to reduce the computational cost for correspondence search in depth‐from‐stereo. To speed‐up computation further, we merge segments into larger meta‐segments during an iterative depth optimization. The reconstruction error of our method is equal or smaller than previous work, and reconstruction results are characterized by robust handling of depth‐discontinuities, without any smearing artifacts.
Moritz Heep, Eduard Zell
Comput. Graph. Forum1