Matthias Straka

dblp:43/9596 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2

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
4 papers
Rendering · 53% Visual content generation and editing · 23% Image and video processing · 11%
Artificial intelligence
1 paper
Face, body and person analysis · 50% 3D vision · 50%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.532013
Temporal Coherence in Image-Based Visual Hull Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Image-based clothes transfer · ISMAR 2011
Rendering › image-based rendering
visual hull rendering
0.322013
Temporal Coherence in Image-Based Visual Hull Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Visual content generation and editing
virtual try-on
0.322013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Image-based clothes transfer · ISMAR 2011
Image and video processing › video processing
temporal consistency
0.212013
Temporal Coherence in Image-Based Visual Hull Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Computer vision › Face, body and person analysis › human pose estimation
3d pose estimation
0.112012
Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization · ECCV (1) 2012
Computer vision › 3D vision
articulated model fitting
0.112012
Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization · ECCV (1) 2012
Geometric modeling and processing
shape deformation
0.112012
Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization · ECCV (1) 2012
Visual content generation and editing › virtual try-on
garment transfer
0.012013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality
augmented reality
0.012011
Image-based clothes transfer · ISMAR 2011

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

linear optimization · 0.3silhouette-based rendering · 0.2online registration · 0.2image-based visual hull rendering · 0.2depth map generation · 0.2image-based rendering · 0.1image processing · 0.1
YearPublicationVenuePosition
2013 Virtual Try-On through Image-Based Rendering
abstract
Virtual try-on applications have become popular because they allow users to watch themselves wearing different clothes without the effort of changing them physically. This helps users to make quick buying decisions and, thus, improves the sales efficiency of retailers. Previous solutions usually involve motion capture, 3D reconstruction or modeling, which are time consuming and not robust for all body poses. Our method avoids these steps by combining image-based renderings of the user and previously recorded garments. It transfers the appearance of a garment recorded from one user to another by matching input and recorded frames, image-based visual hull rendering, and online registration methods. Using images of real garments allows for a realistic rendering quality with high performance. It is suitable for a wide range of clothes and complex appearances, allows arbitrary viewing angles, and requires only little manual input. Our system is particularly useful for virtual try-on applications as well as interactive games.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
IEEE Trans. Vis. Comput. Graph.2
2013 Temporal Coherence in Image-Based Visual Hull Rendering
abstract
Image-based visual hull rendering is a method for generating depth maps of a desired viewpoint from a set of silhouette images captured by calibrated cameras. It does not compute a view-independent data representation, such as a voxel grid or a mesh, which makes it particularly efficient for dynamic scenes. When users are captured, the scene is usually dynamic, but does not change rapidly because people move smoothly within a subsecond time frame. Exploiting this temporal coherence to avoid redundant calculations is challenging because of the lack of an explicit data representation. This paper analyzes the image-based visual hull algorithm to find intermediate information that stays valid over time and is, therefore, worth to make explicit. We then derive methods that exploit this information to improve the rendering performance. Our methods reduce the execution time by up to 25 percent. When the user's motions are very slow, reductions of up to 50 percent are achieved.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
IEEE Trans. Vis. Comput. Graph.2
2012 Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization
Matthias Straka, Stefan Hauswiesner, Matthias Rüther, Horst Bischof
ECCV (1)1
2011 Skeletal Graph Based Human Pose Estimation in Real-Time
abstract
We propose a new method to quickly and robustly estimate the 3D pose of the human skeleton from volumetric body scans without the need for visual markers. The core principle of our algorithm is to apply a fast center-line extraction to 3D voxel data and robustly fit a skeleton model to the resulting graph. Our algorithm allows for automatic, single-frame initialization and tracking of the human pose while being fast enough for real-time applications at up to 30 frames per second. We provide an extensive qualitative and quantitative evaluation of our method on real and synthetic datasets which demonstrates the stability of our algorithm even when applied to long motion sequences.
Matthias Straka, Stefan Hauswiesner, Matthias Rüther, Horst Bischof
BMVC1
2011 Image-based clothes transfer
abstract
Virtual dressing rooms for the fashion industry and digital entertainment applications aim at creating an image or a video of a user in which he or she wears different garments than in the real world. Such images can be displayed, for example, in a magic mirror shopping application or in games and movies. Current solutions involve the error-prone task of body pose tracking. We suggest an approach that allows users who are captured by a set of cameras to be virtually dressed with previously recorded garments in 3D. By using image-based algorithms, we can bypass critical components of other systems, especially tracking based on skeleton models. We rather transfer the appearance of a garment from one user to another by image processing and image-based rendering. Using images of real garments allows for photo-realistic rendering quality with high performance.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
ISMAR2
2011 Coherent image-based rendering of real-world objects
abstract
Many mixed reality systems require the real-time capture and re-rendering of the real world to integrate real objects more closely with the virtual graphics. This includes novel view-point synthesis for virtual mirror or telepresence applications. For real-time performance, the latency between capturing the real world and producing the virtual output needs to be as little as possible. Image-based visual hull (IBVH) rendering is capable of rendering novel views from segmented images in real time. We improve upon existing IBVH implementations in terms of robustness and performance by reformulating the tasks of major components. Moreover, we enable high resolutions and little latency by exploiting view- and frame coherence. The suggested algorithm includes image warping between successive frames under the constraint of redraw volumes. These volumes form a boundary of the motion and deformation in the scene, and can be constructed efficiently by describing them as the visual hull of a set of bounding rectangles which are cast around silhouette differences in image-space. As a result, our method can handle arbitrarily moving and deforming foreground objects and free viewpoint motion at the same time, while still being able to reduce workload by reusing previous rendering results.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
SI3D2