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Philipp Fechteler

dblp:60/6777 · DBLP profile ↗
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12ranked-venue papers
7as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 7 first-authorArtificial intelligence and machine learning · 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
1 paper
Virtual and augmented reality · 100%
Artificial intelligence
1 paper
Video understanding and tracking · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Video understanding and tracking › object tracking
3d object tracking
0.112008
3-D Tracking of shoes for Virtual Mirror applications · CVPR 2008
Virtual and augmented reality
augmented reality
0.112008
3-D Tracking of shoes for Virtual Mirror applications · CVPR 2008
Virtual and augmented reality › immersive interaction
virtual mirror
0.112008
3-D Tracking of shoes for Virtual Mirror applications · CVPR 2008

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

image pyramid · 0.2hierarchical estimation · 0.2
YearPublicationVenuePosition
2020 Going beyond free viewpoint: creating animatable volumetric video of human performances
abstract
An end‐to‐end pipeline for the creation of high‐quality animatable volumetric video of human performances is presented. Going beyond the application of free‐viewpoint video, the authors allow re‐animation and alteration of an actor's performance through the enrichment of the captured data with semantics and animation properties. Hybrid geometry‐ and video‐based animation methods are applied that allow a direct animation of the high‐quality data itself instead of creating a CG model that resembles the captured data. Semantic enrichment and animation are achieved by establishing temporal consistency followed by automatic rigging of each 3D frame using a parametric human body model. The hybrid approach combines the flexibility of classical CG animation with the realism of real captured data. For the face, coarse movements are modelled in the geometry only, while very fine and subtle details, often lacking in purely geometric methods, are captured in video textures, which can interactively be combined to form new facial expressions. On top of that, regions that are challenging to synthesise, such as the teeth or the eyes, are learned and filled in realistically in an autoencoder‐based approach. This study covers the full pipeline from capturing, volumetric video production, and enrichment with semantics for the final hybrid animation.
Anna Hilsmann, Philipp Fechteler, Wieland Morgenstern, Wolfgang Paier, Ingo Feldmann, Oliver Schreer, Peter Eisert
IET Comput. Vis.2
2019 Markerless Multiview Motion Capture with 3D Shape Model Adaptation
abstract
Abstract In this paper, we address simultaneous markerless motion and shape capture from 3D input meshes of partial views onto a moving subject. We exploit a computer graphics model based on kinematic skinning as template tracking model. This template model consists of vertices, joints and skinning weights learned a priori from registered full‐body scans, representing true human shape and kinematics‐based shape deformations. Two data‐driven priors are used together with a set of constraints and cues for setting up sufficient correspondences. A Gaussian mixture model‐based pose prior of successive joint configurations is learned to soft‐constrain the attainable pose space to plausible human poses. To make the shape adaptation robust to outliers and non‐visible surface regions and to guide the shape adaptation towards realistically appearing human shapes, we use a mesh‐Laplacian‐based shape prior. Both priors are learned/extracted from the training set of the template model learning phase. The output is a model adapted to the captured subject with respect to shape and kinematic skeleton as well as the animation parameters to resemble the observed movements. With example applications, we demonstrate the benefit of such footage. Experimental evaluations on publicly available datasets show the achieved natural appearance and accuracy.
Philipp Fechteler, Anna Hilsmann, Peter Eisert
Comput. Graph. Forum1
2018 Animatable 3D Model Generation from 2D Monocular Visual Data
abstract
In this paper, we present an approach for creating animatable 3D models from temporal monocular image acquisitions of non-rigid objects. During deformation, the object of interest is captured with only a single camera under full perspective projection. The aim of the presented framework is to obtain a shape deformation model in terms of joints and skinning weights that can finally be used for animating the model vertices. First, the monocular rigid shape estimation problem is solved by computing a template model of the object in rest pose from an image sequence. Next, the unknown external camera parameters and the deformation for each vertex are estimated alternately in a sequential approach. The resulting consistent non-rigid shape geometries are used to compute a kinematic skeleton control structure including skinning weights and optimized shape. For that, a completely data-driven optimization scheme is used, which iterates over three steps: (a) optimization of pose for each frame as well as joint parameters consistent over the entire sequence, (b) optimization of rest pose vertices to enhance the shape and (c) optimization of skinning weights for improved deformation characteristics. With experimental results on publicly available synthetic as well as real-world datasets, we demonstrate the quality of the proposed approach. The resulting models with fixed topology and rigged with skeleton and skinning weights can be animated in existing render engines.
Philipp Fechteler, Lisa Kausch, Anna Hilsmann, Peter Eisert
ICIP1
2016 Real-time avatar animation with dynamic face texturing
abstract
In this paper, we present a system to capture and animate a highly realistic avatar model of a user in real-time. The animated human model consists of a rigged 3D mesh and a texture map. The system is based on KinectV2 input which captures the skeleton of the current pose of the subject in order to animate the human shape model. An additional high-resolution RGB camera is used to capture the face for updating the texture map on each frame. With this combination of image based rendering with computer graphics we achieve photo-realistic animations in real-time. Additionally, this approach is well suited for networked scenarios, because of the low per frame amount of data to animate the model, which consists of motion capture parameters and a video frame. With experimental results, we demonstrate the high degree of realism of the presented approach.
Philipp Fechteler, Wolfgang Paier, Anna Hilsmann, Peter Eisert
ICIP1
2014 Articulated 3D model tracking with on-the-fly texturing
abstract
In this paper, we present a framework for capturing and tracking humans based on RGBD input data. The two contributions of our approach are: (a) a method for robustly and accurately fitting an articulated computer graphics model to captured depth-images and (b) on-the-fly texturing of the geometry based on the sensed RGB data. Such a representation is especially useful in the context of 3D telepresence applications since model-parameter and texture updates require only low bandwidth. Additionally, this rigged model can be controlled through interpretable parameters and allows automatic generation of naturally appearing animations. Our experimental results demonstrate the high quality of this model-based rendering.
Philipp Fechteler, Wolfgang Paier, Peter Eisert
ICIP1
2013 Pose Space Image Based Rendering
abstract
Abstract This paper introduces a new image‐based rendering approach for articulated objects with complex pose‐dependent appearance, such as clothes. Our approach combines body‐pose‐dependent appearance and geometry to synthesize images of new poses from a database of examples. A geometric model allows animation and view interpolation, while small details as well as complex shading and reflection properties are modeled by pose‐dependent appearance examples in a database. Correspondences between the images are represented as mesh‐based warps, both in the spatial and intensity domain. For rendering, these warps are interpolated inpose space, i.e. the space of body poses, using scattered data interpolation methods. Warp estimation as well as geometry reconstruction is performed in an offline procedure, thus shifting computational complexity to an a‐priori training phase.
Anna Hilsmann, Philipp Fechteler, Peter Eisert
Comput. Graph. Forum2
2010 Accelerated video encoding using render context information
abstract
In this paper, we present a method to speed up video encoding of GPU rendered 3D scenes, which is particularly suited for the efficient and low-delay encoding of 3D game output as a video stream. The main idea of our approach is to calculate motion vectors directly from the 3D scene information used during rendering of the scene. This allows the omission of the computationally expensive motion estimation search algorithms found in most of today's video encoders. The presented method intercepts the graphics commands during runtime of 3D computer games to capture the required projection information without requiring any modification of the game executable. We demonstrate that this approach is applicable to games based on Linux/OpenGL as well as Windows/DirectX. In experimental results we show an acceleration of video encoding performance of approximately 25% with almost no degradation in image quality.
Philipp Fechteler, Peter Eisert
ICIP1
2009 Depth map enhanced macroblock partitioning for H.264 video coding of computer graphics content
abstract
In this paper, we present a method to speed up video encoding of GPU rendered scenes. Modern video codecs, like H.264/AVC, are based on motion compensation and support partitioning of macroblocks, e.g. 16×16, 16×8, 8×8, 8×4 etc. In general, encoders use expensive search methods to determine suitable motion vectors and compare the rate-distortion score for possible macroblock partitionings, which results in high computational encoder load. We present a method to accelerate this process for the case of streaming graphical output of unmodified commercially available 3D games which use a Skybox or Skydome rendering technique. For rendered images, usually additional information from the render context of OpenGL resp. DirectX is available which helps in the encoding process. By incorporating the depth map from the graphics board, such regions can be uniquely identified. By adapting the macroblock partitioning accordingly, the computationally expensive search methods can often be avoided. Further reduction of encoding load is achieved by additionally capturing the projection matrices during the Skybox rending and using them to directly calculate a motion vector which is usually the result of expensive search methods. In experiential results, we demonstrate the reduced computational encoder load.
Philipp Fechteler, Peter Eisert
ICIP1
2008 3-D Tracking of shoes for Virtual Mirror applications
abstract
In this paper, augmented reality techniques are used in order to create a virtual mirror for the real-time visualization of customized sports shoes. Similar to looking into a mirror when trying on new shoes in a shop, we create the same impression but for virtual shoes that the customer can design individually. For that purpose, we replace the real mirror by a large display that shows the mirrored input of a camera capturing the legs and shoes of a person. 3-D tracking of both feet and exchanging the real shoes by computer graphics models gives the impression of actually wearing the virtual shoes. The 3-D motion tracker presented in this paper, exploits mainly silhouette information to achieve robust estimates for both shoes from a single camera view. The use of a hierarchical approach in an image pyramid enables real-time estimation at frame rates of more than 30 frames per second.
Peter Eisert, Philipp Fechteler, Jürgen Rurainsky
CVPR2
2008 Low delay streaming of computer graphics
abstract
In this paper, we present a graphics streaming system for remote gaming in a local area network. The framework aims at creating a networked game platform for home and hotel environments. A local PC based server executes a computer game and streams the graphical output to local devices in the rooms, such that the users can play everywhere in the network. Since delay is extremely crucial in interactive gaming, efficient encoding and caching of the commands is necessary. In our system we also address the round trip time problem of commands requiring feedback from the graphics board by simulating the graphics state at the server. This results in a system that enables interactive game play over the network.
Peter Eisert, Philipp Fechteler
ICIP2
2007 Virtual Mirror: Real-Time Tracking of Shoes in Augmented Reality Environments
abstract
In this paper, we present a system that enhances the visualization of customized sports shoes using augmented reality techniques. Instead of viewing yourself in a real mirror, sophisticated 3D image processing techniques are used to verify the appearance of new shoe models. A single camera captures the person and outputs the mirrored images onto a large display which replaces the real mirror. The 3D motion of both feet are tracked in real-time with a new motion tracking algorithm. Computer graphics models of the shoes are augmented into the video such that the person seems to wear the virtual shoes.
Peter Eisert, Jürgen Rurainsky, Philipp Fechteler
ICIP (2)3
2007 Fast and High Resolution 3D Face Scanning
abstract
In this work, we present a framework to capture 3D models of faces in high resolutions with low computational load. The system captures only two pictures of the face, one illuminated with a colored stripe pattern and one with regular white light. The former is needed for the depth calculation, the latter is used as texture. Having these two images a combination of specialized algorithms is applied to generate a 3D model. The results are shown in different views: simple surface, wire grid respective polygon mesh or textured 3D surface.
Philipp Fechteler, Peter Eisert, Jürgen Rurainsky
ICIP (3)1