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Christopher Schwartz

dblp:41/2161 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-authorArtificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1 · 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
2 papers
Rendering · 79% Visualization and visual analytics · 21%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.112011
Capturing shape and reflectance of food · SIGGRAPH Asia Sketches 2011
Rendering › appearance modeling
bidirectional texture function
0.112011
Capturing shape and reflectance of food · SIGGRAPH Asia Sketches 2011
Rendering › appearance acquisition
shape and reflectance capture
0.112011
Capturing shape and reflectance of food · SIGGRAPH Asia Sketches 2011
Visualization and visual analytics › geospatial visualization
route visualization
0.112008
Effective Visualization of Short Routes · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
global illumination
0.012011
Capturing shape and reflectance of food · SIGGRAPH Asia Sketches 2011

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

global illumination rendering · 0.1automated capture pipeline · 0.1user study · 0.1
YearPublicationVenuePosition
2014 Are reflectance field renderings appropriate for optical flow evaluation?
abstract
Ground truth generation for optical flow is hard and costly. Real images can be annotated with ground truth optical flow, but two problems persist: first, no flow measurement techniques for dynamic, large-scale data exist. Second, real-world parameters such as weather or surface wetness cannot be systematically varied. On the other hand, rendered images can have perfect ground truth while light, geometry and materials can be systematically varied. But do they resemble reality well enough to serve as a basis for performance evaluation? In this paper, we take computer graphic realism to an extreme: we compare three optical flow results on reflectance field renderings with supposedly identical real images. A systematic variation of reflectance realism reveals that computer graphics are a valid way to create complex synthetic sequences for optical flow evaluation — but only if modeled carefully.
Burkhard Güssefeld, Daniel Kondermann, Christopher Schwartz, Reinhard Klein
ICIP3
2013 Example-based Interpolation and Synthesis of Bidirectional Texture Functions
abstract
Abstract Bidirectional Texture Functions (BTF) have proven to be a well‐suited representation for the reproduction of measured real‐world surface appearance and provide a high degree of realism. We present an approach for designing novel materials by interpolating between several measured BTFs. For this purpose, we transfer concepts from existing texture interpolation methods to the much more complex case of material interpolation. We employ a separation of the BTF into a heightmap and a parallax compensated BTF to cope with problems induced by parallax, masking and shadowing within the material. By working only on the factorized representation of the parallax compensated BTF and the heightmap, it is possible to efficiently perform the material interpolation. By this novel method to mix existing BTFs, we are able to design plausible and realistic intermediate materials for a large range of different opaque material classes. Furthermore, it allows for the synthesis of tileable and seamless BTFs and finally even the generation of gradually changing materials following user specified material distribution maps.
Roland Ruiters, Christopher Schwartz, Reinhard Klein
Comput. Graph. Forum2
2013 Level-of-Detail Streaming and Rendering using Bidirectional Sparse Virtual Texture Functions
abstract
Abstract Bidirectional Texture Functions (BTFs) are among the highest quality material representations available today and thus well suited whenever an exact reproduction of the appearance of a material or complete object is required. In recent years, BTFs have started to find application in various industrial settings and there is also a growing interest in the cultural heritage domain. BTFs are usually measured from real‐world samples and easily consist of tens or hundreds of gigabytes. By using data‐driven compression schemes, such as matrix or tensor factorization, a more compact but still faithful representation can be derived. This way, BTFs can be employed for real‐time rendering of photo‐realistic materials on the GPU. However, scenes containing multiple BTFs or even single objects with high‐resolution BTFs easily exceed available GPU memory on today's consumer graphics cards unless quality is drastically reduced by the compression. In this paper, we propose the Bidirectional Sparse Virtual Texture Function, a hierarchical level‐of‐detail approach for the real‐time rendering of large BTFs that requires only a small amount of GPU memory. More importantly, for larger numbers or higher resolutions, the GPU and CPU memory demand grows only marginally and the GPU workload remains constant. For this, we extend the concept of sparse virtual textures by choosing an appropriate prioritization, finding a trade off between factorization components and spatial resolution. Besides GPU memory, the high demand on bandwidth poses a serious limitation for the deployment of conventional BTFs. We show that our proposed representation can be combined with an additional transmission compression and then be employed for streaming the BTF data to the GPU from from local storage media or over the Internet. In combination with the introduced prioritization this allows for the fast visualization of relevant content in the users field of view and a consecutive progressive refinement.
Christopher Schwartz, Roland Ruiters, Reinhard Klein
Comput. Graph. Forum1
2012 Fusing Structured Light Consistency and Helmholtz Normals for 3D Reconstruction
abstract
In this paper, we propose a 3D reconstruction approach which combines a structured light based consistency measure with dense normal information obtained by exploiting the Helmholtz reciprocity principle. This combination compensates for the individual limitations of techniques providing normal information, which are mainly affected by low-frequency drift, and those providing positional information, which are often not well-suited to recover fine details. To obtain Helmholtz reciprocal samples, we employ a turntable-based setup. Due to the reciprocity, the structured light directly provides the occlusion information needed during the normal estimation for both the cameras and light sources. We perform the reconstruction by solving one global variational problem which integrates all available measurements simultaneously, over all cameras, light source positions and turntable rotations. For this, we employ an octree-based continuous min-cut framework in order to alleviate metrification errors while maintaining memory efficiency. We evaluate the performance of our algorithm both on synthetic and real-world data.
Michael Weinmann, Roland Ruiters, Aljosa Osep, Christopher Schwartz, Reinhard Klein
BMVC4
2012 Data Driven Surface Reflectance from Sparse and Irregular Samples
abstract
Abstract In recent years, measuring surface reflectance has become an established method for high quality renderings. In this context, especially non‐parametric representations got a lot of attention as they allow for a very accurate representation of complex reflectance behavior. However, the acquisition of this data is a challenging task especially if complex object geometry is involved. Capturing images of the object under varying illumination and view conditions results in irregular angular samplings of the reflectance function with a limited angular resolution. Classical data‐driven techniques, like tensor factorization, are not well suited for such data sets as they require a resampling of the high dimensional measurement data to a regular grid. This grid has to be on a much higher angular resolution to avoid resampling artifacts which in turn would lead to data sets of enormous size. To overcome these problems we introduce a novel, compact data‐driven representation of reflectance functions based on a sum of separable functions which are fitted directly to the irregular set of data without any further resampling. The representation allows for efficient rendering and is also well suited for GPU applications. By exploiting spatial coherence of the reflectance function over the object a very precise reconstruction even of specular materials becomes possible already with a sparse input sampling. This would be impossible using standard data interpolation techniques. Since our algorithm exclusively operates on the compressed representation, it is both efficient in terms of memory use and computational complexity, depending only sub‐linearly on the size of the fully tabulated data. The quality of the reflectance function is evaluated on synthetic data sets as ground truth as well as on real world measurements.
Roland Ruiters, Christopher Schwartz, Reinhard Klein
Comput. Graph. Forum2
2011 Capturing shape and reflectance of food
abstract
Photo-realistic 3D content is crucial for creating convincing digital images. For certain classes of everyday objects, such as food, the human perception is sensitive to even small inconsistencies, making the creation of such content difficult and time-consuming, even for experts. In this sketch, we will explore the use of an automated pipeline for capturing 3D shape and Bidirectional Texture Function of food. The acquired data is used to render photo-realistic images of purely virtual objects under arbitrary lighting and with full global illumination.
Christopher Schwartz, Michael Weinmann, Roland Ruiters, Arno Zinke, Ralf Sarlette, Reinhard Klein
SIGGRAPH Asia Sketches1
2008 Effective Visualization of Short Routes
abstract
In this work we develop a new alternative to conventional maps for visualization of relatively short paths as they are frequently encountered in hotels, resorts or museums. Our approach is based on a warped rendering of a 3D model of the environment such that the visualized path appears to be straight even though it may contain several junctions. This has the advantage that the beholder of the image gains a realistic impression of the surroundings along the way which makes it easy to retrace the route in practice. We give an intuitive method for generation of such images and present results from user studies undertaken to evaluate the benefit of the warped images for orientation in unknown environments.
Patrick Degener, Ruwen Schnabel, Christopher Schwartz, Reinhard Klein
IEEE Trans. Vis. Comput. Graph.3