EDBT 2026 Demo / reviewers in the wild / expert
Michael Weinmann
dblp:79/9941
· DBLP profile ↗
30ranked-venue papers
3as first author
11since 2021 · last 2026
0000-0003-3634-0093ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 23 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 12 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021Systems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Gaussian Point SplattingabstractWe propose Gaussian point splatting, a stochastic method to render Gaussian splats that scales extremely well to scenes with many Gaussians. Our core idea is to sample pixel-sized, opaque points from the Gaussians and to splat them to a framebuffer using 64–bit atomics. Through parallel programming primitives, we achieve an even distribution of the workload across millions of threads. Since these threads splat points independently, multiple points may splat to the same pixel. That makes it non-trivial to determine how many points should be splatted for a Gaussian or how they should be distributed to achieve the desired opacity. We successfully formalize and solve these problems, thus keeping our renders faithful to the original Gaussian splatting. To further accelerate our method, we employ hierarchical frustum and occlusion culling. Our method renders hundreds of millions of Gaussians in real time. The only differences compared to the original Gaussian splatting are slight noise and differences in aliasing. Joris Rijsdijk, Michael Weinmann, Ricardo Marroquim |
ACM Trans. Graph. | 3 |
| 2026 | Local Surface Approximation Contours for Virtual Reality StylisationabstractLine art is an illustrative technique with a wide use in education and art. In the context of image abstraction, its potential for increasing memorisation and recognition has been demonstrated, which motivates its use in scientific illustrations. While much work has focused on the conversion of 3D models into a line-art representation, there is a lack of solutions for virtual reality. Applying existing methods for each eye independently turns out to fall short due to cost constraints, distracting artifacts due to inconsistencies, or limitations regarding the input geometry. To address these limitations, we present a contour renderer for virtual reality. It operates in screen space, making it flexible, yet it relies on a local surface approximation combined with a registration error metric for robustness. Inconsistent occluding contours are continuously merged, and lines with no correspondence between both eyes are culled. The method is easy to implement, highly efficient even for high-resolution imagery, and, according to user evaluations, avoids the noticeable artifacts produced by existing work. Amir Zaidi, Ricardo Marroquim, Michael Weinmann, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | NeRFs are Mirror Detectors: Using Structural Similarity for Multi-View Mirror Scene Reconstruction with 3D Surface PrimitivesabstractWhile neural radiance fields (NeRF) led to a break-through in photorealistic novel view synthesis, handling mirroring surfaces still denotes a particular challenge as they introduce severe inconsistencies in the scene representation. Previous attempts either focus on reconstructing single reflective objects or rely on strong supervision guidance in terms of additional user-provided annotations of visible image regions of the mirrors, thereby limiting the practical usability. In contrast, in this paper, we present NeRF-MD, a method which shows that NeRFs can be considered as mir-ror detectors and which is capable of reconstructing neu-ral radiance fields of scenes containing mirroring surfaces without the need for prior annotations. To this end, we first compute an initial estimate of the scene geometry by training a standard NeRF using a depth reprojection loss. Our key insight lies in the fact that parts of the scene corresponding to a mirroring surface will still exhibit a significant pho-tometric inconsistency, whereas the remaining parts are al-ready reconstructed in a plausible manner. This allows us to detect mirror surfaces by fitting geometric primitives to such inconsistent regions in this initial stage of the training. Using this information, we then jointly optimize the radiance field and mirror geometry in a second training stage to refine their quality. We demonstrate the capability of our method to allow the faithful detection of mirrors in the scene as well as the reconstruction of a single consistent scene representation, and demonstrate its potential in comparison to baseline and mirror-aware approaches. Leif Van Holland, Michael Weinmann, Jan U. Müller, Patrick Stotko, Reinhard Klein |
WACV | 2 |
| 2024 | Digital Restoration of Visual Art using Synthetic Training, Deep Segmentation and InpaintingabstractDeep learning presents promising solutions for the restoration and preservation of visual arts, including old color photographs or paintings, which are prone to degradation over time, enabling the vibrant imagery to be effectively revived and maintained. In this paper, we propose a methodology for restoring visual arts based on deep learning techniques purely trained on synthetic data, thereby involving the generation of a dataset that incorporates respective defects, the training of a respective defect segmentation model, and the inpainting using predicted segmentation maps. Through qualitative and quantitative analysis, we demonstrate the potential of our approach in addressing the scarcity of ground truth data and effectively restoring old visual arts by synthetic training on specific defects observed in historical artworks. Saptarshi Neil Sinha, Paul Julius Kühn, Johannes Koppe, Holger Graf, Michael Weinmann |
CW | 5 |
| 2024 | RANRAC: Robust Neural Scene Representations via Random Ray Consensus
Benno Buschmann, Andreea Dogaru, Elmar Eisemann, Michael Weinmann, Bernhard Egger 0001 |
ECCV (76) | 4 |
| 2024 | Neural inverse procedural modeling of knitting yarns from imagesabstractWe investigate the capabilities of neural inverse procedural modeling to infer high-quality procedural yarn models with fiber-level details from single images of depicted yarn samples. While directly inferring all parameters of the underlying yarn model based on a single neural network may seem an intuitive choice, we show that the complexity of yarn structures in terms of twisting and migration characteristics of the involved fibers can be better encountered in terms of ensembles of networks that focus on individual characteristics. We analyze the effect of different loss functions including a parameter loss to penalize the deviation of inferred parameters to ground truth annotations, a reconstruction loss to enforce similar statistics of the image generated for the estimated parameters in comparison to training images as well as an additional regularization term to explicitly penalize deviations between latent codes of synthetic images and the average latent code of real images in the encoder’s latent space. We demonstrate that the combination of a carefully designed parametric, procedural yarn model with respective network ensembles as well as loss functions even allows robust parameter inference when solely trained on synthetic data. Since our approach relies on the availability of a yarn database with parameter annotations and we are not aware of such a respectively available dataset, we additionally provide, to the best of our knowledge, the first dataset of yarn images with annotations regarding the respective yarn parameters. For this purpose, we use a novel yarn generator that improves the realism of the produced results over previous approaches. Elena Trunz, Jonathan Klein, Jan U. Müller, Lukas Bode, Ralf Sarlette, Michael Weinmann, Reinhard Klein |
Comput. Graph. | 6 |
| 2024 | Incomplete Gamma Kernels: Generalizing Locally Optimal Projection OperatorsabstractWe present incomplete gamma kernels, a generalization of Locally Optimal Projection (LOP) operators. In particular, we reveal the relation of the classical localized$ L_{1}$estimator, used in the LOP operator for point cloud denoising, to the common Mean Shift framework via a novel kernel. Furthermore, we generalize this result to a whole family of kernels that are built upon the incomplete gamma function and each represents a localized$ L_{p}$estimator. By deriving various properties of the kernel family concerning distributional, Mean Shift induced, and other aspects such as strict positive definiteness, we obtain a deeper understanding of the operator's projection behavior. From these theoretical insights, we illustrate several applications ranging from an improved Weighted LOP (WLOP) density weighting scheme and a more accurate Continuous LOP (CLOP) kernel approximation to the definition of a novel set of robust loss functions. These incomplete gamma losses include the Gaussian and LOP loss as special cases and can be applied to various tasks including normal filtering. Furthermore, we show that the novel kernels can be included as priors into neural networks. We demonstrate the effects of each application in a range of quantitative and qualitative experiments that highlight the benefits induced by our modifications. Patrick Stotko, Michael Weinmann, Reinhard Klein |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | Spline-PINN: Approaching PDEs without Data Using Fast, Physics-Informed Hermite-Spline CNNsabstractPartial Differential Equations (PDEs) are notoriously difficult to solve. In general, closed form solutions are not available and numerical approximation schemes are computationally expensive. In this paper, we propose to approach the solution of PDEs based on a novel technique that combines the advantages of two recently emerging machine learning based approaches. First, physics-informed neural networks (PINNs) learn continuous solutions of PDEs and can be trained with little to no ground truth data. However, PINNs do not generalize well to unseen domains. Second, convolutional neural networks provide fast inference and generalize but either require large amounts of training data or a physics-constrained loss based on finite differences that can lead to inaccuracies and discretization artifacts. We leverage the advantages of both of these approaches by using Hermite spline kernels in order to continuously interpolate a grid-based state representation that can be handled by a CNN. This allows for training without any precomputed training data using a physics-informed loss function only and provides fast, continuous solutions that generalize to unseen domains. We demonstrate the potential of our method at the examples of the incompressible Navier-Stokes equation and the damped wave equation. Our models are able to learn several intriguing phenomena such as Karman vortex streets, the Magnus effect, Doppler effect, interference patterns and wave reflections. Our quantitative assessment and an interactive real-time demo show that we are narrowing the gap in accuracy of unsupervised ML based methods to industrial solvers for computational fluid dynamics (CFD) while being orders of magnitude faster. Nils Wandel, Michael Weinmann, Michael Neidlin, Reinhard Klein |
AAAI | 2 |
| 2022 | Unbiased Gradient Estimation for Differentiable Surface Splatting via Poisson Sampling
Jan U. Müller, Michael Weinmann, Reinhard Klein |
ECCV (33) | 2 |
| 2021 | Learning Incompressible Fluid Dynamics from Scratch - Towards Fast, Differentiable Fluid Models that Generalize
Nils Wandel, Michael Weinmann, Reinhard Klein |
ICLR | 2 |
| 2021 | Human-Aware Robot Navigation Based on Learned Cost Values from User StudiesabstractIn this paper, we present a new approach to human-aware robot navigation, which extends our previous proximity-based navigation framework [1] by introducing visibility and predictability as new parameters. We derived these parameters from a user study and incorporated them into a cost function, which models the user’s discomfort with respect to a relative robot position based on proximity, visibility, predictability, and work efficiency. We use this cost function in combination with an A* planner to create a user-preferred robot navigation policy. In comparison to our previous framework, our new cost function results in a 6% increase in social distance compliance, a 6.3% decrease in visibility of the robot as preferred, and an average decrease of orientation changes of 12.6° per meter resulting in better predictability, while maintaining a comparable average path length. We further performed a virtual reality experiment to evaluate the user comfort based on direct human feedback, finding that the participants on average felt comfortable to very comfortable with the resulting robot trajectories from our approach. Kira Bungert, Lilli Bruckschen, Stefan Krumpen, Witali Rau, Michael Weinmann, Maren Bennewitz |
RO-MAN | 5 |
| 2020 | Per-Image Super-Resolution for Material BTFsabstractImage-based appearance measurements are fundamentally limited in spatial resolution by the acquisition hardware. Due to the ever-increasing resolution of displaying hardware, high-resolution representations of digital material appearance are desireable for authentic renderings. In the present paper, we demonstrate that high-resolution bidirectional texture functions (BTFs) for materials can be obtained from low-resolution measurements using single-image convolutional neural network (CNN) architectures for image super-resolution. In particular, we show that this approach works for high-dynamic-range data and produces consistent BTFs, even though it operates on an image-by-image basis. Moreover, the CNN can be trained on down-sampled measured data, therefore no high-resolution ground-truth data, which would be difficult to obtain, is necessary. We train and test our method's performance on a large-scale BTF database and evaluate against the current state-of-the-art in BTF super-resolution, finding superior performance. Dennis den Brok, Sebastian Merzbach, Michael Weinmann, Reinhard Klein |
ICCP | 3 |
| 2020 | Where Can I Help? Human-Aware Placement of Service RobotsabstractAs service robots are entering more and more homes it gets evermore important to find behavior strategies that ensure a harmonic coexistence between those systems and their users. In this paper, we present a novel approach to enable a mobile robot to provide timely assistance to a user moving in its environment, while simultaneously avoiding unnecessary movements as well as interferences with the user. We developed a framework that uses information about the last object interaction to predict possible future movement destinations of the user and infer where they might need assistance based on prior knowledge. Given this prediction, the robot chooses the best position for itself that minimizes the time until assistance can be provided as well as avoids interferences with other activities of the user. We evaluated our approach in comparison to state-of-the-art methods in simulated environments and performed a user study in a virtual reality environment. Our evaluation demonstrates that our approach is able to decrease both the time until assistance is provided and the travel distance of the robot as well as increases the average distance between the user and the robot in comparison to state-of-the-art systems. Additionally, the robot behavior generated by our method is rated as more pleasant by our study participants than comparable literature approaches. Lilli Bruckschen, Kira Bungert, Moritz Wolter, Stefan Krumpen, Michael Weinmann, Reinhard Klein, Maren Bennewitz |
RO-MAN | 5 |
| 2020 | Temporal Upsampling of Point Cloud Sequences by Optimal Transport for Plant Growth VisualizationabstractAbstract Plant growth visualization from a series of 3D scanner measurements is a challenging task. Time intervals between successive measurements are typically too large to allow a smooth animation of the growth process. Therefore, obtaining a smooth animation of the plant growth process requires a temporal upsampling of the point cloud sequence in order to obtain approximations of the intermediate states between successive measurements. Additionally, there are suddenly arising structural changes due to the occurrence of new plant parts such as new branches or leaves. We present a novel method that addresses these challenges via semantic segmentation and the generation of a segment hierarchy per scan, the matching of the hierarchical representations of successive scans and the segment‐wise computation of optimal transport. The transport problems' solutions yield the information required for a realistic temporal upsampling, which is generated in real time. Thereby, our method does not require shape templates, good correspondences or huge databases of examples. Newly grown and decayed parts of the plant are detected as unmatched segments and are handled by identifying corresponding bifurcation points and introducing virtual segments in the previous, respectively successive time step. Our method allows the generation of realistic upsampled growth animations with moderate computational effort. Tim Golla, Tom Kneiphof, Heiner Kuhlmann, Michael Weinmann, Reinhard Klein |
Comput. Graph. Forum | 4 |
| 2020 | Computational Parquetry: Fabricated Style Transfer with Wood PixelsabstractParquetry is the art and craft of decorating a surface with a pattern of differently colored veneers of wood, stone, or other materials. Traditionally, the process of designing and making parquetry has been driven by color, using the texture found in real wood only for stylization or as a decorative effect. Here, we introduce a computational pipeline that draws from the rich natural structure of strongly textured real-world veneers as a source of detail to approximate a target image as faithfully as possible using a manageable number of parts. This challenge is closely related to the established problems of patch-based image synthesis and stylization in some ways, but fundamentally different in others. Most importantly, the limited availability of resources (any piece of wood can only be used once) turns the relatively simple problem of finding the right piece for the target location into the combinatorial problem of finding optimal parts while avoiding resource collisions. We introduce an algorithm that efficiently solves an approximation to the problem. It further addresses challenges like gamut mapping, feature characterization, and the search for fabricable cuts. We demonstrate the effectiveness of the system by fabricating a selection of pieces of parquetry from different kinds of unstained wood veneer. Julian Iseringhausen, Michael Weinmann, Weizhen Huang, Matthias B. Hullin |
ACM Trans. Graph. | 2 |
| 2019 | Real-Time Multi-Material Reflectance Reconstruction for Large-Scale Scenes Under Uncontrolled Illumination from RGB-D Image SequencesabstractReal-time reflectance reconstruction under uncontrolled illumination conditions is well-known to be a challenging task due to the complex interplay of scene geometry, surface reflectance and illumination. Nonetheless, recent works succeed in recovering both unknown reflectance and illumination in an uncontrolled setting. However, they are either limited regarding the scene complexity (single objects / homogeneous materials) or are not suitable for real-time applications. Our proposed method enables the recovery of heterogeneous surface reflectance (multiple objects and spatially varying materials) in complex scenes at real-time frame rates. We achieve this goal in the following way: First, we perform a 3D scene reconstruction from an input RGB-D stream in real-time. We then use a deep learning based method to estimate Ward BRDF parameters from observations gathered from individual segmented scene objects. Subsequently we refine these reflectance parameters to allow for spatial variations across the object surfaces. We evaluate our method on synthetic scenes and successfully apply it to real-world data. Lukas Bode, Sebastian Merzbach, Patrick Stotko, Michael Weinmann, Reinhard Klein |
3DV | 4 |
| 2019 | Inverse Procedural Modeling of KnitwearabstractThe analysis and modeling of cloth has received a lot of attention in recent years. While recent approaches are focused on woven cloth, we present a novel practical approach for the inference of more complex knitwear structures as well as the respective knitting instructions from only a single image without attached annotations. Knitwear is produced by repeating instances of the same pattern, consisting of grid-like arrangements of a small set of basic stitch types. Our framework addresses the identification and localization of the occurring stitch types, which is challenging due to huge appearance variations. The resulting coarsely localized stitch types are used to infer the underlying grid structure as well as for the extraction of the knitting instruction of pattern repeats, taking into account principles of Gestalt theory. Finally, the derived instructions allow the reproduction of the knitting structures, either as renderings or by actual knitting, as demonstrated in several examples. Elena Trunz, Sebastian Merzbach, Jonathan Klein, Thomas Schulze 0004, Michael Weinmann, Reinhard Klein |
CVPR | 5 |
| 2019 | A VR System for Immersive Teleoperation and Live Exploration with a Mobile RobotabstractApplications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation experience. However, standard video-based approaches suffer from a limited degree of immersion and situation awareness due to the restriction to the camera view, which impacts the navigation. In this paper, we present a novel VR-based practical system for immersive robot teleoperation and scene exploration. While being operated through the scene, a robot captures RGB-D data that is streamed to a SLAM-based live multiclient telepresence system. Here, a global 3D model of the already captured scene parts is reconstructed and streamed to the individual remote user clients where the rendering for e.g. head-mounted display devices (HMDs) is performed. We introduce a novel lightweight robot client component which transmits robot-specific data and enables a quick integration into existing robotic systems. This way, in contrast to first- person exploration systems, the operators can explore and navigate in the remote site completely independent of the current position and view of the capturing robot, complementing traditional input devices for teleoperation. We provide a proof-of-concept implementation and demonstrate the capabilities as well as the performance of our system regarding interactive object measurements and bandwidth-efficient data streaming and visualization. Furthermore, we show its benefits over purely video-based teleoperation in a user study revealing a higher degree of situation awareness and a more precise navigation in challenging environments. Patrick Stotko, Stefan Krumpen, Max Schwarz, Christian Lenz, Sven Behnke, Reinhard Klein, Michael Weinmann |
IROS | 7 |
| 2019 | Efficient 3D Reconstruction and Streaming for Group-Scale Multi-client Live TelepresenceabstractSharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of on-the-fly scene capture, data transmission and visualization, these systems are restricted to the immersion of single or up to a low number of users into the respective scenarios. In this paper, we direct our attention on immersing significantly larger groups of people into live-captured scenes as required in education, entertainment or collaboration scenarios. For this purpose, rather than abandoning previous approaches, we present a range of optimizations of the involved reconstruction and streaming components that allow the immersion of a group of more than 24 users within the same scene - which is about a factor of 6 higher than in previous work - without introducing further latency or changing the involved consumer hardware setup. We demonstrate that our optimized system is capable of generating high-quality scene reconstructions as well as providing an immersive viewing experience to a large group of people within these live-captured scenes. Patrick Stotko, Stefan Krumpen, Michael Weinmann, Reinhard Klein |
ISMAR | 3 |
| 2019 | Using patch-based image synthesis to measure perceptual texture similarity
Rodrigo Martín, Reinhard Klein, Matthias B. Hullin, Michael Weinmann |
Comput. Graph. | 5 |
| 2019 | SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live TelepresenceabstractReal-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR/AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by introducing a novel thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90% reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages. Patrick Stotko, Stefan Krumpen, Matthias B. Hullin, Michael Weinmann, Reinhard Klein |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Deep Semantic Segmentation of Aerial Imagery Based on Multi-Modal DataabstractIn this paper, we focus on the use of multi-modal data to achieve a semantic segmentation of aerial imagery. Thereby, the multi-modal data is composed of a true orthophoto, the Digital Surface Model (DSM) and further representations derived from these. Taking data of different modalities separately and in combination as input to a Residual Shuffling Convolutional Neural Network (RSCNN), we analyze their value for the classification task given with a benchmark dataset. The derived results reveal an improvement if different types of geometric features extracted from the DSM are used in addition to the true orthophoto. Kaiqiang Chen, Kun Fu 0001, Xian Sun 0001, Michael Weinmann, Stefan Hinz, Boris Jutzi, Martin Weinmann |
IGARSS | 4 |
| 2018 | A Study of Material Sonification in Touchscreen DevicesabstractEven in the digital age, designers largely rely on physical material samples to illustrate their products, as existing visual representations fail to sufficiently reproduce the look and feel of real world materials. Here, we investigate the use of interactive material sonification as an additional sensory modality for communicating well-established material qualities like softness, pleasantness or value. We developed a custom application for touchscreen devices that receives tactile input and translate it into material rubbing sound using granular synthesis. We used this system to perform a psychophysical study, in which the ability of the user to rate subjective material qualities is evaluated, with the actual material samples serving as reference stimulus. Rodrigo Martín, Michael Weinmann, Matthias B. Hullin |
ISS | 2 |
| 2018 | Rapid material capture through sparse and multiplexed measurements
Dennis den Brok, Michael Weinmann, Reinhard Klein |
Comput. Graph. | 2 |
| 2017 | OctreeBTFs - A compact, seamless and distortion-free reflectance representation
Stefan Krumpen, Michael Weinmann, Reinhard Klein |
Comput. Graph. | 2 |
| 2015 | Multimodal perception of material propertiesabstractThe human ability to perceive materials and their properties is a very intricate multisensory skill and as such not only an intriguing research subject, but also an immense challenge when creating realistic virtual presentations of materials. In this paper, our goal is to learn about how the visual and auditory channels contribute to our perception of characteristic material parameters. At the center of our work are two psychophysical experiments performed on tablet computers, where the subjects rated a set of perceptual material qualities under different stimuli. The first experiment covers a full collection of materials in different presentations (visual, auditory and audio-visual). As a point of reference, subjects also performed all ratings on physical material samples. A key result of this experiment is that auditory cues strongly benefit the perception of certain qualities that are of a tactile nature (like "hard--soft", "rough--smooth"). The follow-up experiment demonstrates that, to a certain extent, audio cues can also be transferred to other materials, exaggerating or attenuating some of their perceived qualities. From these results, we conclude that a multimodal approach, and in particular the inclusion of sound, can greatly enhance the digital communication of material properties. Rodrigo Martín, Julian Iseringhausen, Michael Weinmann, Matthias B. Hullin |
SAP | 3 |
| 2014 | Material Classification Based on Training Data Synthesized Using a BTF Database
Michael Weinmann, Juergen Gall, Reinhard Klein |
ECCV (3) | 1 |
| 2013 | Multi-view Normal Field Integration for 3D Reconstruction of Mirroring ObjectsabstractIn this paper, we present a novel, robust multi-view normal field integration technique for reconstructing the full 3D shape of mirroring objects. We employ a turntable-based setup with several cameras and displays. These are used to display illumination patterns which are reflected by the object surface. The pattern information observed in the cameras enables the calculation of individual volumetric normal fields for each combination of camera, display and turntable angle. As the pattern information might be blurred depending on the surface curvature or due to non-perfect mirroring surface characteristics, we locally adapt the decoding to the finest still resolvable pattern resolution. In complex real-world scenarios, the normal fields contain regions without observations due to occlusions and outliers due to interreflections and noise. Therefore, a robust reconstruction using only normal information is challenging. Via a non-parametric clustering of normal hypotheses derived for each point in the scene, we obtain both the most likely local surface normal and a local surface consistency estimate. This information is utilized in an iterative min-cut based variational approach to reconstruct the surface geometry. Michael Weinmann, Aljosa Osep, Roland Ruiters, Reinhard Klein |
ICCV | 1 |
| 2012 | Fusing Structured Light Consistency and Helmholtz Normals for 3D ReconstructionabstractIn 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 |
BMVC | 1 |
| 2011 | Capturing shape and reflectance of foodabstractPhoto-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 Sketches | 2 |