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Stefan Guthe

dblp:86/5955 · DBLP profile ↗
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21ranked-venue papers
4as first author
4since 2021 · last 2022
0000-0001-5539-9096ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Security and privacy · 1 · 1 since 2021Theory of computation · 1 · 1 first-author · 1 since 2021

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
3 papers
Image and video processing · 51% Geometric modeling and processing · 27% Visualization and visual analytics · 14%
Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 44% Human-robot interaction · 44% Wearable and physiological sensing · 13%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Embedded and real-time systems · 50%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 50% Medical and health informatics · 50%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
kernel density estimation
0.312017
Visibility-consistent thin surface reconstruction using multi-scale kernels · ACM Trans. Graph. 2017
Geometric modeling and processing
surface reconstruction
0.312017
Visibility-consistent thin surface reconstruction using multi-scale kernels · ACM Trans. Graph. 2017
Human-robot interaction › anthropomorphism
uncanny valley
0.312017
How Human Am I?: EEG-based Evaluation of Virtual Characters · CHI 2017
Human-AI interaction › virtual agents › virtual human
virtual character perception
0.312017
How Human Am I?: EEG-based Evaluation of Virtual Characters · CHI 2017
Image and video processing › image resampling › image rescaling
image downscaling
0.212016
Rapid, detail-preserving image downscaling · ACM Trans. Graph. 2016
Visualization and visual analytics
scientific visualization
0.112012
Visualization of Astronomical Nebulae via Distributed Multi-GPU Compressed Sensing Tomography · IEEE Trans. Vis. Comput. Graph. 2012
Rendering
visibility computation
0.112017
Visibility-consistent thin surface reconstruction using multi-scale kernels · ACM Trans. Graph. 2017
Wearable and physiological sensing › electroencephalography
EEG-based evaluation
0.112017
How Human Am I?: EEG-based Evaluation of Virtual Characters · CHI 2017
GPUs and heterogeneous computing
GPU computing
0.112016
Rapid, detail-preserving image downscaling · ACM Trans. Graph. 2016
Embedded and real-time systems › real-time signal processing
real-time image processing
0.112016
Rapid, detail-preserving image downscaling · ACM Trans. Graph. 2016
Computational science and engineering
astronomy
0.012012
Visualization of Astronomical Nebulae via Distributed Multi-GPU Compressed Sensing Tomography · IEEE Trans. Vis. Comput. Graph. 2012
Medical and health informatics › medical imaging
tomographic reconstruction
0.012012
Visualization of Astronomical Nebulae via Distributed Multi-GPU Compressed Sensing Tomography · IEEE Trans. Vis. Comput. Graph. 2012

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

user study · 0.5convolutional filter · 0.5distributed multi-GPU · 0.3direct volume rendering · 0.3compressed sensing · 0.3support vector machine · 0.3multi-view stereo · 0.3kernel interpolation · 0.3electroencephalography · 0.3
YearPublicationVenuePosition
2022 A Structure From Motion Pipeline for Orthographic Multi-View Images
abstract
Structure from Motion (SfM) plays a crucial role in unstructured capturing. While images are usually taken by perspective cameras, orthographic camera projections do not suffer from the foreshortening effect, that leads to varying capturing quality in image regions. Most contributions to orthographic image SfM assume a perspective setup with nearly infinite focal length. These assumptions lead to potentially sub-optimal camera pose estimation. Therefore, we propose a SfM pipeline that is optimized for orthographically projected images. For this, we estimate initial camera poses using the factorization method by Tomasi and Kanade. These poses are further refined by a specialized bundle adjustment implementation for orthographic projections. The proposed pipeline surpasses the precision of state-of-the-art work by an order of magnitude, while consuming considerably less computational resources.
Kai A. Neumann, Philipp P. Hoffmann, Max von Bülow 0001, Volker Knauthe, Tristan Wirth, Christian Kontermann, Arjan Kuijper, Stefan Guthe, Dieter W. Fellner
ICIP8
2022 Fine-Grained Memory Profiling of GPGPU Kernels
abstract
Abstract Memory performance is a crucial bottleneck in many GPGPU applications, making optimizations for hardware and software mandatory. While hardware vendors already use highly efficient caching architectures, software engineers usually have to organize their data accordingly in order to efficiently make use of these, requiring deep knowledge of the actual hardware. In this paper we present a novel technique for fine‐grained memory profiling that simulates the whole pipeline of memory flow and finally accumulates profiling values in a way that the user retains information about the potential region in the GPU program by showing these values separately for each allocation. Our memory simulator turns out to outperform state‐of‐the‐art memory models of NVIDIA architectures by a magnitude of 2.4 for the L1 cache and 1.3 for the L2 cache, in terms of accuracy. Additionally, we find our technique of fine grained memory profiling a useful tool for memory optimizations, which we successfully show in case of ray tracing and machine learning applications.
Max von Bülow 0001, Stefan Guthe, Dieter W. Fellner
Comput. Graph. Forum2
2021 CySecAlert: An Alert Generation System for Cyber Security Events Using Open Source Intelligence Data
Thea Riebe, Tristan Wirth, Markus Bayer, Philipp Kuehn 0001, Marc-André Kaufhold, Volker Knauthe, Stefan Guthe, Christian Reuter 0001
ICICS (1)7
2021 Algorithm 1015: A Fast Scalable Solver for the Dense Linear (Sum) Assignment Problem
abstract
We present a new algorithm for solving the dense linear (sum) assignment problem and an efficient, parallel implementation that is based on the successive shortest path algorithm. More specifically, we introduce the well-known epsilon scaling approach used in the Auction algorithm to approximate the dual variables of the successive shortest path algorithm prior to solving the assignment problem to limit the complexity of the path search. This improves the runtime by several orders of magnitude for hard-to-solve real-world problems, making the runtime virtually independent of how hard the assignment is to find. In addition, our approach allows for using accelerators and/or external compute resources to calculate individual rows of the cost matrix. This enables us to solve problems that are larger than what has been reported in the past, including the ability to efficiently solve problems whose cost matrix exceeds the available systems memory. To our knowledge, this is the first implementation that is able to solve problems with more than one trillion arcs in less than 100 hours on a single machine.
Stefan Guthe, Daniel Thürck
ACM Trans. Math. Softw.1
2017 A visual model for quality driven refinement of global illumination
abstract
When rendering complex scenes using path-tracing methods, long processing times are required to calculate a sufficient number of samples for high quality results. In this paper, we propose a new method for priority sampling in path-tracing that exploits restrictions of the human visual system by recognizing whether an error is perceivable or not. We use the stationary wavelet transformation to efficiently calculate noise-contrasts in the image based on the standard error of the mean. We then use the Contrast Sensitivity Function and Contrast Masking of the Human Visual System to detect if an error is perceivable for any given pixel in the output image. Errors that can not be detected by a human observer are then ignored in further sampling steps, reducing the amount of samples calculated while producing the same perceived quality. This approach leads to a drastic reduction in the total number of samples required and therefore in total rendering time.
Robert Günther, Stefan Guthe, Michael Guthe
SAP2
2017 How Human Am I?: EEG-based Evaluation of Virtual Characters
abstract
There is a continuous effort by animation experts to create increasingly realistic and more human-like digital characters. However, as virtual characters become more human they risk evoking a sense of unease in their audience. This sensation, called the Uncanny Valley effect, is widely acknowledged both in the popular media and scientific research but empirical evidence for the hypothesis has remained inconsistent. In this paper, we investigate the neural responses to computer-generated faces in a cognitive neuroscience study. We record brain activity from participants (N = 40)} using electroencephalography (EEG) while they watch videos of real humans and computer-generated virtual characters. Our results show distinct differences in neural responses for highly realistic computer-generated faces such as Digital Emily compared with real humans. These differences are unique only to agents that are highly photorealistic, i.e. the `uncanny' response. Based on these specific neural correlates we train a support vector machine~(SVM) to measure the probability of an uncanny response for any given computer-generated character from EEG data. This allows the ordering of animated characters based on their level of `uncanniness'.
Maryam Mustafa, Stefan Guthe, Jan-Philipp Tauscher, Michael Goesele, Marcus A. Magnor
CHI2
2017 Visibility-consistent thin surface reconstruction using multi-scale kernels
abstract
One of the key properties of many surface reconstruction techniques is that they represent the volume in front of and behind the surface, e.g., using a variant of signed distance functions. This creates significant problems when reconstructing thin areas of an object since the backside interferes with the reconstruction of the front. We present a two-step technique that avoids this interference and thus imposes no constraints on object thickness. Our method first extracts an approximate surface crust and then iteratively refines the crust to yield the final surface mesh. To extract the crust, we use a novel observation-dependent kernel density estimation to robustly estimate the approximate surface location from the samples. Free space is similarly estimated from the samples' visibility information. In the following refinement, we determine the remaining error using a surface-based kernel interpolation that limits the samples' influence to nearby surface regions with similar orientation and iteratively move the surface towards its true location. We demonstrate our results on synthetic as well as real datasets reconstructed using multi-view stereo techniques or consumer depth sensors.
Samir Aroudj, Patrick Seemann, Fabian Langguth, Stefan Guthe, Michael Goesele
ACM Trans. Graph.4
2016 Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects
abstract
Abstract We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the scene geometry that are potentially visible at any point in time for the duration of a frame in an initial rasterization step. We store the resulting temporally‐varying fragments (t‐fragments) in a bounding volume hierarchy which is rebuild every frame using a fast spatial median construction algorithm. This makes our approach suitable for interactive applications with dynamic scenes and animations. Next, we perform spatial sampling to determine all t‐fragments that intersect with a specific viewing ray at any point in time. Viewing rays are sampled according to the lens uv‐sampling for depth‐of‐field effects. In a final temporal sampling step, we evaluate the predetermined viewing ray/t‐fragment intersections for one or multiple points in time. This allows us to incorporate all standard shading effects including transparency. We describe the overall framework, present our GPU implementation, and evaluate our rendering approach with respect to scalability, quality, and performance.
Sven Widmer, Dominik Wodniok, D. Thul, Stefan Guthe, Michael Goesele
Comput. Graph. Forum4
2016 Rapid, detail-preserving image downscaling
abstract
Image downscaling is arguably the most frequently used image processing tool. We present an algorithm based on convolutional filters where input pixels contribute more to the output image the more their color deviates from their local neighborhood, which preserves visually important details. In a user study we verify that users prefer our results over related work. Our efficient GPU implementation works in real-time when downscaling images from 24 M to 70 k pixels. Further, we demonstrate empirically that our method can be successfully applied to videos.
Nicolas Weber, Michael Waechter, Sandra C. Amend, Stefan Guthe, Michael Goesele
ACM Trans. Graph.4
2012 Geometry Presorting for Implicit Object Space Partitioning
abstract
Abstract We present a new data structure for object space partitioning that can be represented completely implicitly. The bounds of each node in the tree structure are recreated at run‐time from the scene objects contained therein. By applying a presorting procedure to the geometry, only a known fraction of the geometry is needed to locate the bounding planes of any node. We evaluate the impact of the implicit bounding plane representation and compare our algorithm to a classic bounding volume hierarchy. Though the representation is completely implicit, we still achieve interactive frame rates on commodity hardware.
Martin Eisemann, Pablo Bauszat, Stefan Guthe, Marcus A. Magnor
Comput. Graph. Forum3
2012 Single-trial EEG classification of artifacts in videos
abstract
In this article we use an ElectroEncephaloGraph (EEG) to explore the perception of artifacts that typically appear during rendering and determine the perceptual quality of a sequence of images. Although there is an emerging interest in using an EEG for image quality assessment, one of the main impediments to the use of an EEG is the very low Signal-to-Noise Ratio (SNR) which makes it exceedingly difficult to distinguish neural responses from noise. Traditionally, event-related potentials have been used for analysis of EEG data. However, they rely on averaging and so require a large number of participants and trials to get meaningful data. Also, due the the low SNR ERP's are not suited for single-trial classification. We propose a novel wavelet-based approach for evaluating EEG signals which allows us to predict the perceived image quality from only a single trial. Our wavelet-based algorithm is able to filter the EEG data and remove noise, eliminating the need for many participants or many trials. With this approach it is possible to use data from only 10 electrode channels for single-trial classification and predict the presence of an artifact with an accuracy of 85%. We also show that it is possible to differentiate and classify a trial based on the exact type of artifact viewed. Our work is particularly useful for understanding how the human visual system responds to different types of degradations in images and videos. An understanding of the perception of typical image-based rendering artifacts forms the basis for the optimization of rendering and masking algorithms.
Maryam Mustafa, Stefan Guthe, Marcus A. Magnor
ACM Trans. Appl. Percept.2
2012 Visualization of Astronomical Nebulae via Distributed Multi-GPU Compressed Sensing Tomography
abstract
The 3D visualization of astronomical nebulae is a challenging problem since only a single 2D projection is observable from our fixed vantage point on Earth. We attempt to generate plausible and realistic looking volumetric visualizations via a tomographic approach that exploits the spherical or axial symmetry prevalent in some relevant types of nebulae. Different types of symmetry can be implemented by using different randomized distributions of virtual cameras. Our approach is based on an iterative compressed sensing reconstruction algorithm that we extend with support for position-dependent volumetric regularization and linear equality constraints. We present a distributed multi-GPU implementation that is capable of reconstructing high-resolution datasets from arbitrary projections. Its robustness and scalability are demonstrated for astronomical imagery from the Hubble Space Telescope. The resulting volumetric data is visualized using direct volume rendering. Compared to previous approaches, our method preserves a much higher amount of detail and visual variety in the 3D visualization, especially for objects with only approximate symmetry.
Stephan Wenger, Marco Ament, Stefan Guthe, Dirk A. Lorenz, Andreas M. Tillmann, Daniel Weiskopf, Marcus A. Magnor
IEEE Trans. Vis. Comput. Graph.3
2005 Large volume visualization of compressed time-dependent datasets on GPU clusters
Magnus Strengert, Marcelo Magallón, Daniel Weiskopf, Stefan Guthe, Thomas Ertl
Parallel Comput.4
2004 Hierarchical Visualization and Compression of Large Volume Datasets Using GPU Clusters
Magnus Strengert, Marcelo Magallón, Daniel Weiskopf, Stefan Guthe, Thomas Ertl
EGPGV4
2004 Hardware Accelerated Per-Pixel Displacement Mapping
Johannes Hirche, Alexander Ehlert, Michael C. Doggett, Stefan Guthe
Graphics Interface4
2004 Advanced techniques for high-quality multi-resolution volume rendering
Stefan Guthe, Wolfgang Straßer
Comput. Graph.1
2002 Interactive Lighting Models and Pre-Integration for Volume Rendering on PC Graphics Accelerators
Michael Meißner, Stefan Guthe, Wolfgang Straßer
Graphics Interface2
2002 Interactive Rendering of Large Volume Data Sets
abstract
We present a new algorithm for rendering very large volume data sets at interactive frame rates on standard PC hardware. The algorithm accepts scalar data sampled on a regular grid as input. The input data is converted into a compressed hierarchical wavelet representation in a preprocessing step. During rendering, the wavelet representation is decompressed on-the-fly and rendered using hardware texture mapping. The level of detail used for rendering is adapted to the local frequency spectrum of the data and its position relative to the viewer. Using a prototype implementation of the algorithm we were able to perform an interactive walkthrough of large data sets such as the visible human on a single off-the-shelf PC.
Stefan Guthe, Michael Wand 0001, Julius Gonser, Wolfgang Straßer
IEEE Visualization1
2002 Christmas Tree Case Study: Computed Tomography as a Tool for Mastering Complex Real World Objects with Applications in Computer Graphics
abstract
We report on using computed tomography (CT) as a model acquisition tool for complex objects in computer graphics. Unlike other modeling and scanning techniques the complexity of the object is irrelevant in CT, which naturally enables to model objects with, for example, concavities, holes, twists or fine surface details. Once the data is scanned, one can apply post-processing techniques for data enhancement, modification or presentation. For demonstration purposes we chose to scan a Christmas tree which exhibits high complexity which is difficult or even impossible to handle with other techniques. However, care has to be taken to achieve good scanning results with CT. Further, we illustrate post-processing by means of data segmentation and photorealistic as well as non-photorealistic surface and volume rendering techniques.
Armin Kanitsar, Thomas Theußl, Lukas Mroz, Milos Srámek, Anna Vilanova, Balázs Csébfalvi, Jirí Hladuvka, Dominik Fleischmann, Michael Knapp, Rainer Wegenkittl, Petr Felkel, Stefan Röttger, Stefan Guthe, Werner Purgathofer, M. Eduard Gröller
IEEE Visualization13
2001 Real-Time Decompression and Visualization of Animated Volume Data
abstract
Interactive exploration of animated volume data is required by many application, but the huge amount of computational time and storage space needed for rendering does not yet allow the visualization of animated volumes. In this paper, we introduce an algorithm running at interactive frame rates using 3D wavelet transforms that allows for any wavelet, motion compensation techniques and various encoding schemes of the resulting wavelet coefficients to be used. We analyze different families and orders of wavelets for compression ratio and the introduced error. We use a quantization that has been optimized for the visual impression of the reconstructed volume, independent of the viewing algorithm. This enables us to achieve very high compression ratios while still being able to reconstruct the volume with as few visual artifacts as possible. A further improvement of the compression ratio has been achieved by applying a motion compensation scheme to exploit temporal coherency. Using these schemes, we are able to decompress each volume of our animation at interactive frame rates, while visualizing these decompressed volumes on a single PC. We also present a number of improved visualization algorithms for high-quality display using OpenGL hardware running at interactive frame rates on a standard PC.
Stefan Guthe, Wolfgang Straßer
IEEE Visualization1
1999 Tetrahedral Mesh Compression with the Cut-Border Machine
abstract
In recent years, substantial progress has been achieved in the area of volume visualization on irregular grids, which is mainly based on tetrahedral meshes. Even moderately fine tetrahedral meshes consume several mega-bytes of storage. For archivation and transmission compression algorithms are essential. In scientific applications lossless compression schemes are of primary interest. This paper introduces a new lossless compression scheme for the connectivity of tetrahedral meshes. Our technique can handle all tetrahedral meshes in three dimensional euclidean space even with non manifold border. We present compression and decompression algorithms which consume for reasonable meshes linear time in the number of tetrahedra. The connectivity is compressed to less than 2.4 bits per tetrahedron for all measured meshes. Thus a tetrahedral mesh can almost be reduced to the vertex coordinates, which consume in a common representation about one quarter of the total storage space. We complete our work with solutions for the compression of vertex coordinates and additional attributes, which might be attached to the mesh.
Stefan Gumhold, Stefan Guthe, Wolfgang Straßer
IEEE Visualization2