EDBT 2026 Demo / reviewers in the wild / expert
Daniel Kurz
dblp:76/973
· DBLP profile ↗
23ranked-venue papers
12as first author
2since 2021 · last 2022
0009-0008-5457-5666ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 21 · 10 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 14 · 7 first-authorArtificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 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
10 papers |
Virtual and augmented reality · 45% Computational photography and imaging · 37% Image and video processing · 6% | |
| Human-computer interaction and pervasive computing
10 papers |
Interaction techniques and input · 50% Immersive interaction · 38% Accessibility and assistive technology · 8% | |
| Artificial intelligence
8 papers |
3D vision · 52% Robot navigation and mapping · 33% Image recognition and object detection · 9% |
Topics — the 30 heaviest of 35, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.8 | 6 | 2016 | Smartwatch-aided handheld augmented reality · ISMAR 2014 Smartwatch-aided handheld augmented reality · ISMAR 2014 A Mobile Augmented reality system to assist auto mechanics · ISMAR 2014 |
Immersive interaction
augmented reality interaction |
0.6 | 7 | 2014 | Thermal touch: Thermography-enabled everywhere touch interfaces for mobile augmented reality applications · ISMAR 2014 Gravity-aware handheld Augmented Reality · ISMAR 2011 Laser Pointer Tracking in Projector-Augmented Architectural Environments · ISMAR 2007 |
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.6 | 3 | 2014 | Smartwatch-aided handheld augmented reality · ISMAR 2014 Smartwatch-aided handheld augmented reality · ISMAR 2014 A Mobile Augmented reality system to assist auto mechanics · ISMAR 2014 |
Computational photography and imaging › high dynamic range imaging
HDR environment map estimation |
0.5 | 1 | 2021 | HDR Environment Map Estimation for Real-Time Augmented Reality · CVPR 2021 |
Computational photography and imaging
high dynamic range imaging |
0.5 | 1 | 2021 | HDR Environment Map Estimation for Real-Time Augmented Reality · CVPR 2021 |
Computational photography and imaging
illumination estimation |
0.4 | 2 | 2014 | Real-time illumination estimation from faces for coherent rendering · ISMAR 2014 Real-time illumination estimation from faces for coherent rendering · ISMAR 2014 |
Interaction techniques and input
mobile interaction |
0.4 | 2 | 2014 | Smartwatch-aided handheld augmented reality · ISMAR 2014 Smartwatch-aided handheld augmented reality · ISMAR 2014 |
Interaction techniques and input › mobile interaction › wearable device interaction
smartwatch interaction |
0.4 | 2 | 2014 | Smartwatch-aided handheld augmented reality · ISMAR 2014 Smartwatch-aided handheld augmented reality · ISMAR 2014 |
Interaction techniques and input
touch interaction |
0.4 | 2 | 2014 | Thermal touch: Thermography-enabled everywhere touch interfaces for mobile augmented reality applications · ISMAR 2014 Thermal touch: Thermography-enabled everywhere touch interfaces for mobile augmented reality applications · ISMAR 2014 |
Computer vision › 3D vision
visual localization |
0.3 | 2 | 2013 | An outdoor ground truth evaluation dataset for sensor-aided visual handheld camera localization · ISMAR 2013 Representative feature descriptor sets for robust handheld camera localization · ISMAR 2012 |
Immersive interaction › augmented reality
handheld augmented reality |
0.3 | 4 | 2014 | Gravity-aware handheld Augmented Reality · ISMAR 2011 Towards mobile augmented reality for the elderly · ISMAR 2014 An outdoor ground truth evaluation dataset for sensor-aided visual handheld camera localization · ISMAR 2013 |
Computer vision › 3D vision
feature description and matching |
0.3 | 2 | 2012 | Representative feature descriptor sets for robust handheld camera localization · ISMAR 2012 Gravity-aware handheld Augmented Reality · ISMAR 2011 |
Computer vision › 3D vision › depth estimation › monocular depth estimation › metric depth estimation
absolute scale estimation |
0.2 | 1 | 2016 | Leveraging the User's Face for Absolute Scale Estimation in Handheld Monocular SLAM · ISMAR 2016 |
Robotics › Robot navigation and mapping › SLAM › visual SLAM
monocular SLAM |
0.2 | 1 | 2016 | Leveraging the User's Face for Absolute Scale Estimation in Handheld Monocular SLAM · ISMAR 2016 |
Robotics › Robot navigation and mapping
SLAM |
0.2 | 1 | 2016 | Leveraging the User's Face for Absolute Scale Estimation in Handheld Monocular SLAM · ISMAR 2016 |
Computer vision › Image recognition and object detection
object detection |
0.2 | 1 | 2014 | Workshop on tracking methods & applications · ISMAR 2014 |
Robotics › Robot navigation and mapping › localization
robot localization |
0.2 | 1 | 2014 | Workshop on tracking methods & applications · ISMAR 2014 |
Virtual and augmented reality › tracking
augmented reality tracking |
0.2 | 1 | 2014 | Workshop on tracking methods & applications · ISMAR 2014 |
Accessibility and assistive technology › older adults
technology for older adults |
0.2 | 1 | 2014 | Towards mobile augmented reality for the elderly · ISMAR 2014 |
Performance modeling and evaluation
benchmarking |
0.2 | 1 | 2013 | An outdoor ground truth evaluation dataset for sensor-aided visual handheld camera localization · ISMAR 2013 |
Virtual and augmented reality › augmented reality
augmented reality rendering |
0.1 | 1 | 2021 | HDR Environment Map Estimation for Real-Time Augmented Reality · CVPR 2021 |
Computer vision › 3D vision
camera pose estimation |
0.1 | 1 | 2011 | Gravity-aware handheld Augmented Reality · ISMAR 2011 |
Computer vision › 3D vision
feature matching |
0.1 | 1 | 2011 | Inertial sensor-aligned visual feature descriptors · CVPR 2011 |
Image and video processing › image enhancement
contrast enhancement |
0.1 | 1 | 2011 | Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light Microscopy · IEEE Trans. Vis. Comput. Graph. 2011 |
Image and video processing
image enhancement |
0.1 | 1 | 2011 | Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light Microscopy · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering › physically based rendering › wave optics rendering
coherent rendering |
0.1 | 2 | 2014 | Real-time illumination estimation from faces for coherent rendering · ISMAR 2014 Real-time illumination estimation from faces for coherent rendering · ISMAR 2014 |
Multimedia analysis and retrieval
visual search |
0.1 | 2 | 2014 | Smartwatch-aided handheld augmented reality · ISMAR 2014 Smartwatch-aided handheld augmented reality · ISMAR 2014 |
Virtual and augmented reality › augmented reality › projection-based augmented reality
projector-based augmentation |
0.1 | 1 | 2007 | Laser Pointer Tracking in Projector-Augmented Architectural Environments · ISMAR 2007 |
Computational photography and imaging
projector-camera systems |
0.1 | 1 | 2007 | Laser Pointer Tracking in Projector-Augmented Architectural Environments · ISMAR 2007 |
Computer vision › Video understanding and tracking
object tracking |
0.1 | 1 | 2014 | Thermal touch: Thermography-enabled everywhere touch interfaces for mobile augmented reality applications · ISMAR 2014 |
Methods — techniques the papers use, named apart from their topics
wireless image transmission · 0.8visual search · 0.8sensor fusion · 0.7infrared thermography · 0.6inertial sensors · 0.5projectionloss · 0.5face tracking · 0.5convolutional neural network · 0.5clusterloss · 0.5adversarial training · 0.5radiance transfer functions · 0.4visual object tracking · 0.2user test · 0.2tablet computer · 0.2spherical harmonics · 0.2optical tracking · 0.2inertial sensing · 0.2field study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Reconstructing Training Data from Diverse ML Models by Ensemble InversionabstractModel Inversion (MI), in which an adversary abuses access to a trained Machine Learning (ML) model attempting to infer sensitive information about its original training data, has attracted increasing research attention. During MI, the trained model under attack (MUA) is usually frozen and used to guide the training of a generator, such as a Generative Adversarial Network (GAN), to reconstruct the distribution of the original training data of that model. This might cause leakage of original training samples, and if successful, the privacy of dataset subjects will be at risk if the training data contains Personally Identifiable Information (PII). Therefore, an in-depth investigation of the potentials of MI techniques is crucial for the development of corresponding defense techniques. High-quality reconstruction of training data based on a single model is challenging. However, existing MI literature does not explore targeting multiple models jointly, which may provide additional information and diverse perspectives to the adversary.We propose the ensemble inversion technique that estimates the distribution of original training data by training a generator constrained by an ensemble (or set) of trained models with shared subjects or entities. This technique leads to noticeable improvements of the quality of the generated samples with distinguishable features of the dataset entities compared to MI of a single ML model. We achieve high quality results without any dataset and show how utilizing an auxiliary dataset that’s similar to the presumed training data improves the results. The impact of model diversity in the ensemble is thoroughly investigated and additional constraints are utilized to encourage sharp predictions and high activations for the reconstructed samples, leading to more accurate reconstruction of training images. Daniel Kurz |
WACV | 2 |
| 2021 | HDR Environment Map Estimation for Real-Time Augmented RealityabstractWe present a method to estimate an HDR environment map from a narrow field-of-view LDR camera image in real-time. This enables perceptually appealing reflections and shading on virtual objects of any material finish, from mirror to diffuse, rendered into a real environment using augmented reality. Our method is based on our efficient convolutional neural network, EnvMapNet, trained end-to-end with two novel losses, ProjectionLoss for the generated image, and ClusterLoss for adversarial training. Through qualitative and quantitative comparison to state-of-the-art methods, we demonstrate that our algorithm reduces the directional error of estimated light sources by more than 50%, and achieves 3.7 times lower Frechet Inception Distance (FID). We further showcase a mobile application that is able to run our neural network model in under 9 ms on an iPhone XS, and render in real-time, visually coherent virtual objects in previously unseen real-world environments. Gowri Somanath, Daniel Kurz |
CVPR | 2 |
| 2016 | Leveraging the User's Face for Absolute Scale Estimation in Handheld Monocular SLAMabstractWe present an approach to estimate absolute scale in handheld monocular SLAM by simultaneously tracking the user's face with a user-facing camera while a world-facing camera captures the scene for localization and mapping. Given face tracking at absolute scale, two images of a face taken from two different viewpoints enable estimating the translational distance between the two viewpoints in absolute units, such as millimeters. Under the assumption that the face itself stayed stationary in the scene while taking the two images, the motion of the user-facing camera relative to the face can be transferred to the motion of the rigidly connected world-facing camera relative to the scene. This allows determining also the latter motion in absolute units and enables reconstructing and tracking the scene at absolute scale.As faces of different adult humans differ only moderately in terms of size, it is possible to rely on statistics for guessing the absolute dimensions of a face. For improved accuracy the dimensions of the particular face of the user can be calibrated.Based on sequences of world-facing and user-facing images captured by a mobile phone, we show for different scenes how our approach enables reconstruction and tracking at absolute scale using a proof-of-concept implementation. Quantitative evaluations against ground truth data confirm that our approach provides absolute scale at an accuracy well suited for different applications. Particularly, we show how our method enables various use cases in handheld Augmented Reality applications that superimpose virtual objects at absolute scale or feature interactive distance measurements. Sebastian B. Knorr, Daniel Kurz |
ISMAR | 2 |
| 2015 | A Sampling Decision System for Virtual Metrology in Semiconductor ManufacturingabstractIn semiconductor manufacturing, metrology operations are expensive and time-consuming, for this reason only a certain sample of wafers is measured. With the need of highly reliable processes, the semiconductor industry aims at developing methodologies covering the gap of missing metrology information. Virtual Metrology turns out to be a promising method; it aims at predicting wafer and/or site fine metrology results in real time and free of costs. In this paper, we present a sampling decision system that relies on virtual measurements suggesting an efficient strategy for measuring productive wafers. Several methods for evaluating when a real measurement is needed (including the expected utility of measurement information, a two-stage sampling decision model and wafer quality risk values) are proposed. We further provide ideas on how to assess and update the reliability of the virtual measurements in a sampling decision system (whenever real measurements become available). In this context, we introduce equipment health factors and virtual trust factors for improving the reliability of the sampling decision system. Finally, the performance of the sampling decision system is demonstrated on a set of virtual and real metrology data from the semiconductor industry. It is shown that wafer measurements are efficiently performed when really needed. Daniel Kurz, Cristina De Luca, Jürgen Pilz |
IEEE Trans Autom. Sci. Eng. | 1 |
| 2014 | Real-time illumination estimation from faces for coherent renderingabstractWe present a method for estimating the real-world lighting conditions within a scene in real-time. The estimation is based on the visual appearance of a human face in the real scene captured in a single image of a monocular camera. In hardware setups featuring a user-facing camera, an image of the user's face can be acquired at any time. The limited range in variations between different human faces makes it possible to analyze their appearance offline, and to apply the results to new faces. Our approach uses radiance transfer functions - learned offline from a dataset of images of faces under different known illuminations - for particular points on the human face. Based on these functions, we recover the most plausible real-world lighting conditions for measured reflections in a face, represented by a function depending on incident light angle using Spherical Harmonics. The pose of the camera relative to the face is determined by means of optical tracking, and virtual 3D content is rendered and overlaid onto the real scene with a fixed spatial relationship to the face. By applying the estimated lighting conditions to the rendering of the virtual content, the augmented scene is shaded coherently with regard to the real and virtual parts of the scene. We show with different examples under a variety of lighting conditions, that our approach provides plausible results, which considerably enhance the visual realism in real-time Augmented Reality applications. Sebastian B. Knorr, Daniel Kurz |
ISMAR | 2 |
| 2014 | Real-time illumination estimation from faces for coherent renderingabstractWe showcase a method for estimating the real-world lighting conditions within a scene based on the visual appearance of the user's face captured in a single image of a monocular user-facing RGB camera. The implementation is based on our ISMAR 2014 paper [8]. The light reflected from the face towards the camera is measured and the most plausible real-world lighting condition explaining the measurement is estimated in real-time based on knowledge acquired in a one-time pre-processing of a set of images of different faces under known illumination. The estimated illumination is instantly used for the rendering of the virtual objects. Sebastian B. Knorr, Daniel Kurz |
ISMAR | 2 |
| 2014 | Thermal touch: Thermography-enabled everywhere touch interfaces for mobile augmented reality applicationsabstractWe present an approach that makes any real object a true touch interface for mobile Augmented Reality applications. Using infrared thermography, we detect residual heat resulting from a warm fingertip touching the colder surface of an object. This approach can clearly distinguish if a surface has actually been touched, or if a finger only approached it without any physical contact, and hence significantly less heat transfer. Once a touch has been detected in the thermal image, we determine the corresponding 3D position on the touched object based on visual object tracking using a visible light camera. Finally the 3D position of the touch is used by human machine interfaces for Augmented Reality providing natural means to interact with real and virtual objects. The emergence of wearable computers and head-mounted displays desires for alternatives to a touch screen, which is the primary user interface in handheld Augmented Reality applications. Voice control and touchpads provide a useful alternative to interact with wearables for certain tasks, but particularly common interaction tasks in Augmented Reality require to accurately select or define 3D points on real surfaces. We propose to enable this kind of interaction by simply touching the respective surface with a fingertip. Based on tests with a variety of different materials and different users, we show that our method enables intuitive interaction for mobile Augmented Reality with most common objects. Daniel Kurz |
ISMAR | 1 |
| 2014 | Thermal touch: Thermography-enabled everywhere touch interfaces for mobile augmented reality applicationsabstractWe present an approach that makes any real object a touch interface for mobile Augmented Reality (AR) applications. Using infrared thermography, we detect residual heat resulting from a warm fingertip touching the colder surface of an object. This approach can clearly distinguish if a surface has actually been touched, or if a finger only approached it without any physical contact, and hence significantly less heat transfer. Once a touch has been detected in the thermal image, we determine the corresponding 3D position on the touched object based on object tracking using a visible light camera. This 3D position then enables user interfaces to naturally interact with real objects and associated digital information. The emergence of wearable computers and head-mounted displays desires for alternatives to a touch screen, which is the primary user interface in handheld Augmented Reality applications. Voice control and touchpads provide a useful alternative to interact with wearables for certain tasks, but particularly common interaction tasks in Augmented Reality require to accurately select or define 3D points on real surfaces. We propose to enable this kind of interaction by simply touching the respective surface with a fingertip. In this demonstration, which is based on our ISMAR 2014 paper [2], we show that our method enables intuitive interaction for mobile Augmented Reality with common objects. Daniel Kurz |
ISMAR | 1 |
| 2014 | Towards mobile augmented reality for the elderlyabstractMobility and independence are key aspects for self-determined living in today's world and demographic change presents the challenge to retain these aspects for the aging population. Augmented Reality (AR) user interfaces might support the elderly, for example, when navigating as pedestrians or by explaining how devices and mobility aids work and how they are maintained. This poster reports on the results of practical field tests with elderly subjects testing handheld AR applications. The main finding is that common handheld AR user interfaces are not suited for the elderly because they require the user to hold up the device so the back-facing camera captures the object or environment related to which digital information shall be presented. Tablet computers are too heavy and they do not provide sufficient grip to hold them over a long period of time. One possible alternative is using head-mounted displays (HMD). We present the promising results of a user test evaluating whether elderly people can deal with AR interfaces on a lightweight HMD. We conclude with an outlook to improved handheld AR user interfaces that do not require continuously holding up the device, which we hope are better suited for the elderly. Daniel Kurz, Anton Fedosov, Stefan Diewald, Jorg Guttier, Barbara Geilhof, Matthias Heuberger |
ISMAR | 1 |
| 2014 | A Mobile Augmented reality system to assist auto mechanicsabstractGround-breaking technologies and innovative design of upcoming vehicles introduce complex maintenance procedures for auto mechanics. In order to present these procedures in an intuitive manner, the Mobile Augmented Reality Technical Assistance (MARTA) project was initiated. The goal was to create an Augmented Reality-aided application running on a tablet computer, which shows maintenance instructions superimposed on a live video feed of the car. Robust image-based tracking of specular surfaces using both edge and texture features as well as the software framework are the most important aspects of the project, which are presented here. The resulting application is deployed and used productively to support maintenance of the Volkswagen XL1 vehicle across the world. Darko Stanimirovic, Nina Damasky, Sabine Webel, Dirk Koriath, Andrea Spillner, Daniel Kurz |
ISMAR | 6 |
| 2014 | Smartwatch-aided handheld augmented realityabstractWe propose a novel method for interaction of humans with real objects in their surrounding combining Visual Search and Augmented Reality (AR). This method is based on utilizing a smartwatch tethered to a smartphone, and it is designed to provide a more user-friendly experience compared to approaches based only on a handheld device, such as a smartphone or a tablet computer. The smart-watch has a built-in camera, which enables scanning objects without the need to take the smartphone out of the pocket. An image captured by the watch is sent wirelessly to the phone that performs Visual Search and subsequently informs the smartwatch whether digital information related to the object is available or not. We thereby distinguish between three cases. If no information is available or the object recognition failed, the user is notified accordingly. If there is digital information available that can be presented using the smartwatch display and/or audio output, it is presented there. The third case is that the recognized object has digital information related to it, which would be beneficial to see in an Augmented Reality view spatially registered with the object in realtime. Then the smartwatch informs the user that this option exists and encourages using the smartphone to experience the Augmented Reality view. Thereby, the user only needs to take the phone out of the pocket in case Augmented Reality content is available, and when the content is of interest for the user. Darko Stanimirovic, Daniel Kurz |
ISMAR | 2 |
| 2014 | Smartwatch-aided handheld augmented realityabstractWe demonstrate a novel method for interaction of humans with real objects in their surrounding combining Visual Search and Augmented Reality (AR). This method is based on utilizing a smart-watch tethered to a smartphone, and it is designed to provide a more user-friendly experience compared to approaches based only on a handheld device, such as a smartphone or a tablet computer. The smartwatch has a built-in camera, which enables scanning objects without the need to take the smartphone out of the pocket. An image captured by the watch is sent wirelessly to the phone that performs Visual Search and subsequently informs the smartwatch whether digital information related to the object is available or not. As described in our ISMAR 2014 poster [6], we distinguish between three cases. If no information is available or the object recognition failed, the user is notified accordingly. If there is digital information available that can be presented using the smartwatch display and/or audio output, it is presented there. The third case is that the recognized object has digital information related to it, which would be beneficial to see in an Augmented Reality view spatially registered with the object in real-time. Then the smartwatch informs the user that this option exists and encourages using the smartphone to experience the Augmented Reality view. Thereby, the user only needs to take the phone out of the pocket in case Augmented Reality content is available, and when the content is of interest for the user. Darko Stanimirovic, Daniel Kurz |
ISMAR | 2 |
| 2014 | Workshop on tracking methods & applicationsabstractThe focus of this workshop is on all issues related to tracking for mixed and augmented reality applications. Unlike the tracking sessions of the main conference, this workshop does not require pure novelty of the proposed methods; it rather encourages presentations that concentrate on complete systems and integrated approaches engineered to run in real-world scenarios. The research felds covered include self-localization using computer vision or other sensing modalities (such as depth cameras, GPS, inertial, etc.) and tracking systems issues (such as system design, calibration, estimation, fusion, etc.). This year's focus is also expanded to research on object detection and semantic scene understanding with relevance to augmented reality. Implementations on mobile devices and under real-time constraints are also part of the workshop focus. These are issues of core importance for practical augmented reality systems. Jonathan Ventura, Daniel Wagner 0003, Daniel Kurz, Harald Wuest, Selim Benhimane |
ISMAR | 3 |
| 2014 | Decision-Theoretical Model for Failures Which are Tackled by CountermeasuresabstractIn semiconductor manufacturing, it is necessary to guarantee the reliability of the produced devices. Latent defects have to be screened out by means of burn-in (that is, stressing the devices under accelerated life conditions) before the items are delivered to the customers. In a burn-in study, a sample of the stressed devices is investigated on burn-in relevant failures with the aim of proving a target failure probability level. In general, zero failures are required; if burn-in related failures occur, countermeasures are implemented in the production process, and the burn-in study actually has to be restarted. Countermeasure effectiveness is assessed by experts. In this paper, we propose a statistical model for assessing the devices' failure probability level, taking account of the reduced risk of early failures after the implementation of the countermeasures. Based on that, the target ppm-level can be proven when extending the running burn-in study by a reduced number of additional inspections. Therefore, a restart of the burn-in study is no longer required. A Generalized Binomial model is applied to handle countermeasures with different amounts of effectiveness. The corresponding probabilities are efficiently computed, exploiting a sequential convolution algorithm, which also works for a larger number of possible failures. Furthermore, we discuss the modifications needed in case of uncertain effectiveness values, which are modeled by means of Beta expert distributions. For the more mathematically inclined reader, some details on the model's decision-theoretical background are provided. Finally, the proposed model is applied to reduce the burn-in time, and to plan the additional sample size needed to continue the burn-in studies also in the case of failure occurrences. Daniel Kurz, Horst Lewitschnig, Jürgen Pilz |
IEEE Trans. Reliab. | 1 |
| 2013 | An outdoor ground truth evaluation dataset for sensor-aided visual handheld camera localizationabstractWe introduce the first publicly available test dataset for outdoor handheld camera localization comprising over 45,000 real camera images of an urban environment captured under natural camera motions and different illumination settings. For all these images the dataset not only contains readings of the sensors attached to the camera, but also ground truth information on the geometry and texture of the environment and the full 6DoF ground truth camera pose. This poster describes the extensive process of creating this comprehensive dataset that we have made available to the public. We hope this not only enables researchers to objectively evaluate their camera localization and tracking algorithms and frameworks on realistic data but also stimulates further research. Daniel Kurz, Peter Meier 0001, Alexander Plopski, Gudrun Klinker |
ISMAR | 1 |
| 2012 | Representative feature descriptor sets for robust handheld camera localizationabstractWe present a method to automatically determine a set of feature descriptors that describes an object such that it can be localized under a variety of viewpoints. Based on a set of synthetically generated views, local image features are detected, described and aggregated in a database. Our proposed method evaluates matches between these database features to eventually find a set of the most representative descriptors from the database. Using this scalable offline process, the localization success rate is significantly increased without adding computational load to the runtime method. Moreover, if camera localization is performed with respect to objects at a known gravity orientation, we propose to create multiple reference descriptor sets for different angles between the camera's principal axis and the gravity vector. This approach is particularly suited for handheld devices with built-in inertial sensors and enables matching against a reference dataset only containing the information relevant for camera poses that are consistent with the measured gravity. Comprehensive evaluations of the proposed methods using a large quantity of real camera images, a variety of objects, different cameras and different kinds of feature descriptors confirm that our approaches outperform standard feature descriptor-based methods. Daniel Kurz, Thomas Olszamowski, Selim Benhimane |
ISMAR | 1 |
| 2012 | Handheld Augmented Reality involving gravity measurements
Daniel Kurz, Selim Benhimane |
Comput. Graph. | 1 |
| 2011 | Inertial sensor-aligned visual feature descriptorsabstractWe propose to align the orientation of local feature descriptors with the gravitational force measured with inertial sensors. In contrast to standard approaches that gain a reproducible feature orientation from the intensities of neighboring pixels to remain invariant against rotation, this approach results in clearly distinguishable descriptors for congruent features in different orientations. Gravity-aligned feature descriptors (GAFD) are suitable for any application relying on corresponding points in multiple images of static scenes and are particularly beneficial in the presence of differently oriented repetitive features as they are widespread in urban scenes and on man-made objects. In this paper, we show with different examples that the process of feature description and matching gets both faster and results in better matches when aligning the descriptors with the gravity compared to traditional techniques. Daniel Kurz, Selim Benhimane |
CVPR | 1 |
| 2011 | Gravity-aware handheld Augmented RealityabstractThis paper investigates how different stages in handheld Augmented Reality (AR) applications can benefit from knowing the direction of the gravity measured with inertial sensors. It presents approaches to improve the description and matching of feature points, detection and tracking of planar templates, and the visual quality of the rendering of virtual 3D objects by incorporating the gravity vector. In handheld AR, both the camera and the display are located in the user's hand and therefore can be freely moved. The pose of the camera is generally determined with respect to piecewise planar objects that have a known static orientation with respect to gravity. In the presence of (close to) vertical surfaces, we show how gravity-aligned feature descriptors (GAFD) improve the initialization of tracking algorithms relying on feature point descriptor-based approaches in terms of quality and performance. For (close to) horizontal surfaces, we propose to use the gravity vector to rectify the camera image and detect and describe features in the rectified image. The resulting gravity-rectified feature descriptors (GREFD) provide an improved precision-recall characteristic and enable faster initialization, in particular under steep viewing angles. Gravity-rectified camera images also allow for real-time 6 DoF pose estimation using an edge-based object detection algorithm handling only 4 DoF similarity transforms. Finally, the rendering of virtual 3D objects can be made more realistic and plausible by taking into account the orientation of the gravitational force in addition to the relative pose between the handheld device and a real object. Daniel Kurz, Selim Benhimane |
ISMAR | 1 |
| 2011 | Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light MicroscopyabstractIn this paper, we show that optical inverse tone-mapping (OITM) in light microscopy can improve the visibility of specimens, both when observed directly through the oculars and when imaged with a camera. In contrast to previous microscopy techniques, we premodulate the illumination based on the local modulation properties of the specimen itself. We explain how the modulation of uniform white light by a specimen can be estimated in real time, even though the specimen is continuously but not uniformly illuminated. This information is processed and back-projected constantly, allowing the illumination to be adjusted on the fly if the specimen is moved or the focus or magnification of the microscope is changed. The contrast of the specimen's optical image can be enhanced, and high-intensity highlights can be suppressed. A formal pilot study with users indicates that this optimizes the visibility of spatial structures when observed through the oculars. We also demonstrate that the signal-to-noise (S/N) ratio in digital images of the specimen is higher if captured under an optimized rather than a uniform illumination. In contrast to advanced scanning techniques that maximize the S/N ratio using multiple measurements, our approach is fast because it requires only two images. This can improve image analysis in digital microscopy applications with real-time capturing requirements. Oliver Bimber, Daniel Klöck, Toshiyuki Amano, Anselm Grundhöfer, Daniel Kurz |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2010 | Color invariant chroma keying and color spill neutralization for dynamic scenes and cameras
Anselm Grundhöfer, Daniel Kurz, Sebastian Thiele 0001, Oliver Bimber |
Vis. Comput. | 2 |
| 2008 | Mutual occlusions on table-top displays in mixed reality applicationsabstractThis paper describes an approach to dealing with mutual occlusions between virtual and real objects on a table-top display. Display tables use stereoscopy to make virtual content appear to exist in 3 dimensions on or above a table top. The actual image, however, lies on the physical plane of the display table. Any real physical object introduced above this plane therefore obstructs our view of the display surface and disrupts the illusion of the virtual scene. The occlusions result between real objects and the display surface, not between real objects and virtual objects. For the same reason virtual objects cannot occlude real ones. Our approach uses an additional projector located near the user's head to project those parts of virtual objects that should occlude real ones directly onto the real objects. We describe possible applications and limitations of the approach and its current implementation. Despite its limitations, we believe that the proposed approach can significantly improve interaction quality and performance for mixed reality scenarios. Daniel Kurz, Kiyoshi Kiyokawa, Haruo Takemura |
VRST | 1 |
| 2007 | Laser Pointer Tracking in Projector-Augmented Architectural EnvironmentsabstractWe present a system that employs a custom-built pan-tilt-zoom camera for laser pointer tracking in arbitrary real environments. Once placed in a room, it carries out a fully automatic self-registration, registrations of projectors, and sampling of surface parameters, such as geometry and reflectivity. After these steps, it can be used for tracking a laser spot on the surface as well as an LED marker in 3D space, using inter-playing fish-eye context and controllable detail cameras. The captured surface information can be used for masking out areas that are problematic for laser pointer tracking, and for guiding geometric and radiometric image correction techniques that enable a projector-based augmentation on arbitrary surfaces. We describe a distributed software framework that couples laser pointer tracking for interaction, projector-based AR as well as video see-through AR for visualizations, with the domain specific functionality of existing desktop tools for architectural planning, simulation and building surveying. Daniel Kurz, Ferry Hantsch, Max Grosse, Alexander Schiewe, Oliver Bimber |
ISMAR | 1 |