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Oliver Klehm

dblp:40/10490 · DBLP profile ↗
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7ranked-venue papers
5as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 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
Rendering · 53% Computational photography and imaging · 31% Visual content generation and editing · 12%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
participating media rendering
0.312017
Expressive Single Scattering for Light Shaft Stylization · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › participating media rendering
single scattering
0.312017
Expressive Single Scattering for Light Shaft Stylization · IEEE Trans. Vis. Comput. Graph. 2017
Visual content generation and editing › image editing
appearance editing
0.212014
Property and Lighting Manipulations for Static Volume Stylization Using a Painting Metaphor · IEEE Trans. Vis. Comput. Graph. 2014
Rendering
volume rendering
0.212014
Property and Lighting Manipulations for Static Volume Stylization Using a Painting Metaphor · IEEE Trans. Vis. Comput. Graph. 2014
Computational photography and imaging
high dynamic range imaging
0.212013
A reconfigurable camera add-on for high dynamic range, multispectral, polarization, and light-field imaging · ACM Trans. Graph. 2013
Computational photography and imaging
light field imaging
0.212013
A reconfigurable camera add-on for high dynamic range, multispectral, polarization, and light-field imaging · ACM Trans. Graph. 2013
Computational photography and imaging › spectral imaging
multispectral imaging
0.212013
A reconfigurable camera add-on for high dynamic range, multispectral, polarization, and light-field imaging · ACM Trans. Graph. 2013
Rendering
real-time rendering
0.112017
Expressive Single Scattering for Light Shaft Stylization · IEEE Trans. Vis. Comput. Graph. 2017
Image and video processing › image reconstruction
tomographic reconstruction
0.112014
Property and Lighting Manipulations for Static Volume Stylization Using a Painting Metaphor · IEEE Trans. Vis. Comput. Graph. 2014

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

transfer function design · 0.3occluder manipulation · 0.3light map optimization · 0.3volumetric rendering equation · 0.2tomographic reconstruction · 0.2optimization · 0.2optical filtering · 0.2aperture sub-sampling · 0.2
YearPublicationVenuePosition
2017 Expressive Single Scattering for Light Shaft Stylization
abstract
Light scattering in participating media is a natural phenomenon that is increasingly featured in movies and games, as it is visually pleasing and lends realism to a scene. In art, it may further be used to express a certain mood or emphasize objects. Here, artists often rely on stylization when creating scattering effects, not only because of the complexity of physically correct scattering, but also to increase expressiveness. Little research, however, focuses on artistically influencing the simulation of the scattering process in a virtual 3D scene. We propose novel stylization techniques, enabling artists to change the appearance of single scattering effects such as light shafts. Users can add, remove, or enhance light shafts using occluder manipulation. The colors of the light shafts can be stylized and animated using easily modifiable transfer functions. Alternatively, our system can optimize a light map given a simple user input for a number of desired views in the 3D world. Finally, we enable artists to control the heterogeneity of the underlying medium. Our stylized scattering solution is easy to use and compatible with standard rendering pipelines. It works for animated scenes and can be executed in real time to provide the artist with quick feedback.
Timothy R. Kol, Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
IEEE Trans. Vis. Comput. Graph.2
2015 Stylized scattering via transfer functions and occluder manipulation
Oliver Klehm, Timothy R. Kol, Hans-Peter Seidel, Elmar Eisemann
Graphics Interface1
2015 Recent Advances in Facial Appearance Capture
abstract
Abstract Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture.
Oliver Klehm, Fabrice Rousselle, Marios Papas, Derek Bradley, Christophe Hery, Bernd Bickel, Wojciech Jarosz, Thabo Beeler
Comput. Graph. Forum1
2014 Prefiltered single scattering
abstract
Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input and we propose an efficient rectification scheme, which could be used by other approaches as well. The resulting scattering method is very fast and almost independent of the screen resolution, but it still produces near-reference results. These properties make it a good candidate for performance-critical applications, such as games.
Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
I3D1
2014 Property and Lighting Manipulations for Static Volume Stylization Using a Painting Metaphor
abstract
Although volumetric phenomena are important for realistic rendering and can even be a crucial component in the image, the artistic control of the volume's appearance is challenging. Appropriate tools to edit volume properties are missing, which can make it necessary to use simulation results directly. Alternatively, high-level modifications that are rarely intuitive, e.g., the tweaking of noise function parameters, can be utilized. Our work introduces a solution to stylize single-scattering volumetric effects in static volumes. Hereby, an artistic and intuitive control of emission, scattering and extinction becomes possible, while ensuring a smooth and coherent appearance when changing the viewpoint. Our method is based on tomographic reconstruction, which we link to the volumetric rendering equation. It analyzes a number of target views provided by the artist and adapts the volume properties to match the appearance for the given perspectives. Additionally, we describe how we can optimize for the environmental lighting to match a desired scene appearance, while keeping volume properties constant. Finally, both techniques can be combined. We demonstrate several use cases of our approach and illustrate its effectiveness.
Oliver Klehm, Ivo Ihrke, Hans-Peter Seidel, Elmar Eisemann
IEEE Trans. Vis. Comput. Graph.1
2013 Volume stylizer: tomography-based volume painting
abstract
Volumetric phenomena are an integral part of standard rendering, yet, no suitable tools to edit characteristic properties are available so far. Either simulation results are used directly, or modifications are high-level, e.g., noise functions to influence appearance. Intuitive artistic control is not possible.
Oliver Klehm, Ivo Ihrke, Hans-Peter Seidel, Elmar Eisemann
I3D1
2013 A reconfigurable camera add-on for high dynamic range, multispectral, polarization, and light-field imaging
abstract
We propose a non-permanent add-on that enables plenoptic imaging with standard cameras. Our design is based on a physical copying mechanism that multiplies a sensor image into a number of identical copies that still carry the plenoptic information of interest. Via different optical filters, we can then recover the desired information. A minor modification of the design also allows for aperture sub-sampling and, hence, light-field imaging. As the filters in our design are exchangeable, a reconfiguration for different imaging purposes is possible. We show in a prototype setup that high dynamic range, multispectral, polarization, and light-field imaging can be achieved with our design.
Alkhazur Manakov, John F. Restrepo, Oliver Klehm, Ramón Hegedüs, Elmar Eisemann, Hans-Peter Seidel, Ivo Ihrke
ACM Trans. Graph.3