EDBT 2026 Demo / reviewers in the wild / expert
Richard Keiser
dblp:93/6899
· DBLP profile ↗
9ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9
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 |
Geometric modeling and processing · 57% Computer animation and physical simulation · 39% Rendering · 4% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2007 | Adaptively sampled particle fluids · ACM Trans. Graph. 2007 |
Computer animation and physical simulation › fluid simulation
particle-based fluid simulation |
0.1 | 1 | 2007 | Adaptively sampled particle fluids · ACM Trans. Graph. 2007 |
Geometric modeling and processing
surface reconstruction |
0.1 | 1 | 2007 | Adaptively sampled particle fluids · ACM Trans. Graph. 2007 |
Geometric modeling and processing › shape modeling › surface modeling
freeform surface modeling |
0.0 | 1 | 2003 | Shape modeling with point-sampled geometry · ACM Trans. Graph. 2003 |
Geometric modeling and processing
implicit surface |
0.0 | 1 | 2003 | Shape modeling with point-sampled geometry · ACM Trans. Graph. 2003 |
Geometric modeling and processing
moving least squares |
0.0 | 1 | 2003 | Shape modeling with point-sampled geometry · ACM Trans. Graph. 2003 |
Geometric modeling and processing › point cloud processing
point-set surfaces |
0.0 | 1 | 2003 | Shape modeling with point-sampled geometry · ACM Trans. Graph. 2003 |
Rendering › sampling
adaptive sampling |
0.0 | 1 | 2007 | Adaptively sampled particle fluids · ACM Trans. Graph. 2007 |
Methods — techniques the papers use, named apart from their topics
particle-to-surface distance · 0.1local feature size sampling · 0.1topological operations · 0.1point collocation · 0.1dynamic caching · 0.1constrained deformation · 0.0boolean operations · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Novel-View Synthesis of Outdoor Sport Events Using an Adaptive View-Dependent GeometryabstractAbstract We propose a novel fully automatic method for novel‐viewpoint synthesis. Our method robustly handles multi‐camera setups featuring wide‐baselines in an uncontrolled environment. In a first step, robust and sparse point correspondences are found based on an extension of the Daisy features [ TLF10 ]. These correspondences together with back‐projection errors are used to drive a novel adaptive coarse to fine reconstruction method, allowing to approximate detailed geometry while avoiding an extreme triangle count. To render the scene from arbitrary viewpoints we use a view‐dependent blending of color information in combination with a view‐dependent geometry morph. The view‐dependent geometry compensates for misalignments caused by calibration errors. We demonstrate that our method works well under arbitrary lighting conditions with as little as two cameras featuring wide‐baselines. The footage taken from real sports broadcast events contains fine geometric structures, which result in nice novel‐viewpoint renderings despite of the low resolution in the images. Marcel Germann, Tiberiu Popa, Richard Keiser, Remo Ziegler, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2010 | Articulated Billboards for Video-based RenderingabstractAbstract We present a novel representation and rendering method for free‐viewpoint video of human characters based on multiple input video streams. The basic idea is to approximate the articulated 3D shape of the human body using a subdivision into textured billboards along the skeleton structure. Billboards are clustered to fans such that each skeleton bone contains one billboard per source camera. We call this representationarticulated billboards. In the paper we describe a semi‐automatic, data‐driven algorithm to construct and render this representation, which robustly handles even challenging acquisition scenarios characterized by sparse camera positioning, inaccurate camera calibration, low video resolution, or occlusions in the scene. First, for each input view, a 2D pose estimation based on image silhouettes, motion capture data, and temporal video coherence is used to create a segmentation mask for each body part. Then, from the 2D poses and the segmentation, the actual articulated billboard model is constructed by a 3D joint optimization and compensation for camera calibration errors. The rendering method includes a novel way of blending the textural contributions of each billboard and features an adaptive seam correction to eliminate visible discontinuities between adjacent billboards textures. Our articulated billboards do not only minimize ghosting artifacts known from conventional billboard rendering, but also alleviate restrictions to the setup and sensitivities to errors of more complex 3D representations and multiview reconstruction techniques. Our results demonstrate the flexibility and the robustness of our approach with high quality free‐viewpoint video generated from broadcast footage of challenging, uncontrolled environments. Marcel Germann, Alexander Sorkine-Hornung, Richard Keiser, Remo Ziegler, Stephan Würmlin, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2009 | Detail-preserving fluid control
Nils Thürey, Richard Keiser, Mark Pauly, Ulrich Rüde |
Graph. Model. | 2 |
| 2007 | Adaptively sampled particle fluidsabstractWe present novel adaptive sampling algorithms for particle-based fluid simulation. We introduce a sampling condition based on geometric local feature size that allows focusing computational resources in geometrically complex regions, while reducing the number of particles deep inside the fluid or near thick flat surfaces. Further performance gains are achieved by varying the sampling density according to visual importance. In addition, we propose a novel fluid surface definition based on approximate particle-to-surface distances that are carried along with the particles and updated appropriately. The resulting surface reconstruction method has several advantages over existing methods, including stability under particle resampling and suitability for representing smooth flat surfaces. We demonstrate how our adaptive sampling and distance-based surface reconstruction algorithms lead to significant improvements in time and memory as compared to single resolution particle simulations, without significantly affecting the fluid flow behavior. Bart Adams, Mark Pauly, Richard Keiser, Leonidas J. Guibas |
ACM Trans. Graph. | 3 |
| 2006 | Physically Based Deformable Models in Computer GraphicsabstractAbstract Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real‐time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research. Andrew Nealen, Matthias Müller 0001, Richard Keiser, Eddy Boxerman, Mark T. Carlson |
Comput. Graph. Forum | 3 |
| 2005 | Efficient Raytracing of Deforming Point-Sampled SurfacesabstractWe present efficient data structures and caching schemes to accelerate ray-surface intersections for deforming point-sampled surfaces.By exploiting spatial and temporal coherence of the deformation during the animation, we are able to improve rendering performance by a factor of two to three compared to existing techniques.Starting from a tight bounding sphere hierarchy for the undeformed object, we use a lazy updating scheme to adapt the hierarchy to the deformed surface in each animation step.In addition, we achieve a significant speedup for ray-surface intersections by caching per-ray intersection points.We also present a technique for rendering sharp edges and corners in point-sampled models by introducing a novel surface clipping algorithm. Bart Adams, Richard Keiser, Mark Pauly, Leonidas J. Guibas, Markus Gross 0001, Philip Dutré |
Comput. Graph. Forum | 2 |
| 2005 | Meshless animation of fracturing solidsabstractWe present a new meshless animation framework for elastic and plastic materials that fracture. Central to our method is a highly dynamic surface and volume sampling method that supports arbitrary crack initiation, propagation, and termination, while avoiding many of the stability problems of traditional mesh-based techniques. We explicitly model advancing crack fronts and associated fracture surfaces embedded in the simulation volume. When cutting through the material, crack fronts directly affect the coupling between simulation nodes, requiring a dynamic adaptation of the nodal shape functions. We show how local visibility tests and dynamic caching lead to an efficient implementation of these effects based on point collocation. Complex fracture patterns of interacting and branching cracks are handled using a small set of topological operations for splitting, merging, and terminating crack fronts. This allows continuous propagation of cracks with highly detailed fracture surfaces, independent of the spatial resolution of the simulation nodes, and provides effective mechanisms for controlling fracture paths. We demonstrate our method for a wide range of materials, from stiff elastic to highly plastic objects that exhibit brittle and/or ductile fracture. Mark Pauly, Richard Keiser, Bart Adams, Philip Dutré, Markus Gross 0001, Leonidas J. Guibas |
ACM Trans. Graph. | 2 |
| 2003 | Multi-scale Feature Extraction on Point-sampled SurfacesabstractAbstract We present a new technique for extracting line‐type features on point‐sampled geometry. Given an unstructuredpoint cloud as input, our method first applies principal component analysis on local neighborhoods toclassify points according to the likelihood that they belong to a feature. Using hysteresis thresholding, we thencompute a minimum spanning graph as an initial approximation of the feature lines. To smooth out the featureswhile maintaining a close connection to the underlying surface, we use an adaptation of active contour models.Central to our method is a multi‐scale classification operator that allows feature analysis at multiplescales, using the size of the local neighborhoods as a discrete scale parameter. This significantly improves thereliability of the detection phase and makes our method more robust in the presence of noise. To illustrate theusefulness of our method, we have implemented a non‐photorealistic point renderer to visualize point‐sampledsurfaces as line drawings of their extracted feature curves. Mark Pauly, Richard Keiser, Markus Gross 0001 |
Comput. Graph. Forum | 2 |
| 2003 | Shape modeling with point-sampled geometryabstractWe present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models. Mark Pauly, Richard Keiser, Leif Kobbelt, Markus Gross 0001 |
ACM Trans. Graph. | 2 |