EDBT 2026 Demo / reviewers in the wild / expert
Michael Goesele
dblp:94/104
· DBLP profile ↗
54ranked-venue papers
5as first author
2since 2021 · last 2022
0000-0002-0944-0980ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 45 · 5 first-author · 2 since 2021Artificial intelligence and machine learning · 15 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging computing · 3Systems, architecture and hardware · 2
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
13 papers |
3D vision · 85% Deep learning architectures and training · 8% Robot navigation and mapping · 4% | |
| Computer graphics and multimedia
22 papers |
Rendering · 37% Geometric modeling and processing · 32% Computational photography and imaging · 13% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
GPUs and heterogeneous computing · 50% High-performance computing · 39% Memory systems · 6% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 44% Human-robot interaction · 44% Wearable and physiological sensing · 13% |
Topics — the 30 heaviest of 75, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
1.1 | 4 | 2019 | A Two-Stage Outlier Filtering Framework for City-Scale Localization Using 3D SfM Point Clouds · IEEE Trans. Image Process. 2019 Reconstructing scenes with mirror and glass surfaces · ACM Trans. Graph. 2018 Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction · ACM Trans. Graph. 2017 |
Rendering
image-based rendering |
0.8 | 5 | 2017 | Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction · ACM Trans. Graph. 2017 Image-based rendering in the gradient domain · ACM Trans. Graph. 2013 Image-based rendering for scenes with reflections · ACM Trans. Graph. 2012 |
Geometric modeling and processing
surface reconstruction |
0.7 | 4 | 2017 | Visibility-consistent thin surface reconstruction using multi-scale kernels · ACM Trans. Graph. 2017 Floating scale surface reconstruction · ACM Trans. Graph. 2014 Fusion of depth maps with multiple scales · ACM Trans. Graph. 2011 |
Geometric modeling and processing
3d reconstruction |
0.6 | 5 | 2018 | Virtual rephotography: novel view prediction error for 3D reconstruction · ACM Trans. Graph. 2017 Modulation transfer function of patch-based stereo systems · CVPR 2012 Aerial path planning for urban scene reconstruction: a continuous optimization method and benchmark · ACM Trans. Graph. 2018 |
Computer vision › 3D vision › neural radiance field
dynamic neural radiance field |
0.6 | 1 | 2022 | Neural 3D Video Synthesis from Multi-view Video · CVPR 2022 |
Computer vision › 3D vision › novel view synthesis
multi-view video generation |
0.6 | 1 | 2022 | Neural 3D Video Synthesis from Multi-view Video · CVPR 2022 |
Computer vision › 3D vision
neural radiance field |
0.6 | 1 | 2022 | Neural 3D Video Synthesis from Multi-view Video · CVPR 2022 |
Computer vision › 3D vision
novel view synthesis |
0.6 | 1 | 2022 | Neural 3D Video Synthesis from Multi-view Video · CVPR 2022 |
Computer animation and physical simulation › motion synthesis
motion interpolation |
0.6 | 1 | 2022 | Neural 3D Video Synthesis from Multi-view Video · CVPR 2022 |
Computer vision › 3D vision
structure from motion |
0.5 | 2 | 2019 | A Two-Stage Outlier Filtering Framework for City-Scale Localization Using 3D SfM Point Clouds · IEEE Trans. Image Process. 2019 Scene Reconstruction and Visualization From Community Photo Collections · Proc. IEEE 2010 |
Rendering
novel view synthesis |
0.5 | 2 | 2017 | Virtual rephotography: novel view prediction error for 3D reconstruction · ACM Trans. Graph. 2017 Image-based rendering in the gradient domain · ACM Trans. Graph. 2013 |
Geometric modeling and processing › 3d reconstruction › multi-view reconstruction
multi-view stereo |
0.4 | 2 | 2018 | Aerial path planning for urban scene reconstruction: a continuous optimization method and benchmark · ACM Trans. Graph. 2018 Multi-View Stereo Revisited · CVPR (2) 2006 |
Computer vision › 3D vision
visual localization |
0.4 | 1 | 2019 | A Two-Stage Outlier Filtering Framework for City-Scale Localization Using 3D SfM Point Clouds · IEEE Trans. Image Process. 2019 |
GPUs and heterogeneous computing
GPU computing |
0.4 | 2 | 2017 | MATOG: Array Layout Auto-Tuning for CUDA · ACM Trans. Archit. Code Optim. 2017 Rapid, detail-preserving image downscaling · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction
multi-view stereo |
0.4 | 3 | 2016 | Shading-Aware Multi-view Stereo · ECCV (3) 2016 Multi-View Stereo for Community Photo Collections · ICCV 2007 Ambient point clouds for view interpolation · ACM Trans. Graph. 2010 |
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
planar surface reconstruction |
0.3 | 1 | 2018 | Reconstructing scenes with mirror and glass surfaces · ACM Trans. Graph. 2018 |
Machine learning › Deep learning architectures and training › neural network layer design
pooling |
0.3 | 1 | 2018 | Detail-Preserving Pooling in Deep Networks · CVPR 2018 |
Computer vision › 3D vision › 3d reconstruction › non-lambertian surface reconstruction
reflective surface reconstruction |
0.3 | 1 | 2018 | Reconstructing scenes with mirror and glass surfaces · ACM Trans. Graph. 2018 |
Computational photography and imaging
aerial path planning |
0.3 | 1 | 2018 | Aerial path planning for urban scene reconstruction: a continuous optimization method and benchmark · ACM Trans. Graph. 2018 |
Geometric modeling and processing › 3d reconstruction › urban reconstruction
urban scene reconstruction |
0.3 | 1 | 2018 | Aerial path planning for urban scene reconstruction: a continuous optimization method and benchmark · ACM Trans. Graph. 2018 |
Computer vision › 3D vision
point cloud processing |
0.3 | 1 | 2017 | A Data-Driven Point Cloud Simplification Framework for City-Scale Image-Based Localization · IEEE Trans. Image Process. 2017 |
Computer vision › 3D vision › point cloud processing
point cloud simplification |
0.3 | 1 | 2017 | A Data-Driven Point Cloud Simplification Framework for City-Scale Image-Based Localization · IEEE Trans. Image Process. 2017 |
Robotics › Robot navigation and mapping › localization
vision-based localization |
0.3 | 1 | 2017 | A Data-Driven Point Cloud Simplification Framework for City-Scale Image-Based Localization · IEEE Trans. Image Process. 2017 |
Image and video processing
kernel density estimation |
0.3 | 1 | 2017 | Visibility-consistent thin surface reconstruction using multi-scale kernels · ACM Trans. Graph. 2017 |
Human-robot interaction › anthropomorphism
uncanny valley |
0.3 | 1 | 2017 | How Human Am I?: EEG-based Evaluation of Virtual Characters · CHI 2017 |
Human-AI interaction › virtual agents › virtual human
virtual character perception |
0.3 | 1 | 2017 | How Human Am I?: EEG-based Evaluation of Virtual Characters · CHI 2017 |
High-performance computing › performance optimization
auto-tuning |
0.3 | 1 | 2017 | MATOG: Array Layout Auto-Tuning for CUDA · ACM Trans. Archit. Code Optim. 2017 |
High-performance computing
code optimization |
0.3 | 1 | 2017 | MATOG: Array Layout Auto-Tuning for CUDA · ACM Trans. Archit. Code Optim. 2017 |
GPUs and heterogeneous computing › GPU programming
CUDA |
0.3 | 1 | 2017 | MATOG: Array Layout Auto-Tuning for CUDA · ACM Trans. Archit. Code Optim. 2017 |
Image and video processing › image resampling › image rescaling
image downscaling |
0.2 | 1 | 2016 | Rapid, detail-preserving image downscaling · ACM Trans. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
time-conditioned neural radiance field · 1.1ray importance sampling · 1.1hierarchical training · 1.1multi-view stereo · 0.4outlier filtering · 0.4geometric constraints · 0.4bipartite visibility graph · 0.4structure from motion · 0.4learned parameters · 0.3heuristic view quality estimation · 0.3continuous optimization · 0.3apriltag fiducial · 0.3adaptive pooling · 0.3depth estimation · 0.3virtual rephotography · 0.3view prediction error · 0.3support vector machine · 0.3profiling · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Neural 3D Video Synthesis from Multi-view VideoabstractWe propose a novel approach for 3D video synthesis that is able to represent multi-view video recordings of a dynamic real-world scene in a compact, yet expressive representation that enables high-quality view synthesis and motion interpolation. Our approach takes the high quality and compactness of static neural radiance fields in a new direction: to a model-free, dynamic setting. At the core of our approach is a novel time-conditioned neural radiance field that represents scene dynamics using a set of compact latent codes. We are able to significantly boost the training speed and perceptual quality of the generated imagery by a novel hierarchical training scheme in combination with ray importance sampling. Our learned representation is highly compact and able to represent a 10 second 30 FPS multi-view video recording by 18 cameras with a model size of only 28MB. We demonstrate that our method can render high-fidelity wide-angle novel views at over 1K resolution, even for complex and dynamic scenes. We perform an extensive qualitative and quantitative evaluation that shows that our approach outperforms the state of the art. Project website: https://neural-3d-video.github.io/. Tianye Li, Mira Slavcheva, Michael Zollhöfer, Simon Green, Christoph Lassner, Changil Kim 0001, Tanner Schmidt, Steven Lovegrove, Michael Goesele, Richard A. Newcombe, Zhaoyang Lv |
CVPR | 9 |
| 2021 | Recovering Real-World Reflectance Properties and Shading From HDR ImageryabstractWe propose a method to estimate the bidirectional reflectance distribution function (BRDF) and shading of complete scenes under static illumination given the 3D scene geometry and a corresponding high dynamic range (HDR) video. By splitting the BRDF into its diffuse and non-diffuse parts we solve the estimation of each component separately. For the diffuse component, we sample the incident illumination at each point in the scene using Monte Carlo ray tracing, allowing us to factor the captured surface color into albedo and shading. We then use a novel ray tracing-based optimization strategy to estimate the non-diffuse parameters of the BRDF. In a variety of experiments, we demonstrate that our method efficiently generates realistic copies of the observed scenes. Bjoern Haefner, Simon Green, Alan Oursland, Daniel Andersen, Michael Goesele, Daniel Cremers, Richard A. Newcombe, Thomas Whelan |
3DV | 5 |
| 2019 | Multi-frame stereo matching with edges, planes, and superpixels
Tianfan Xue, Andrew Owens, Daniel Scharstein, Michael Goesele, Richard Szeliski |
Image Vis. Comput. | 4 |
| 2019 | A Two-Stage Outlier Filtering Framework for City-Scale Localization Using 3D SfM Point CloudsabstractThree-dimensional structure-based localization aims to estimate the six-DOF camera pose of a query image by means of feature matches against a 3D Structure-from-Motion (SfM) point cloud. For city-scale SfM point clouds with tens of millions of points, it becomes more and more difficult to disambiguate matches. Therefore, a 3D structure-based localization method, which can efficiently handle matches with very large outlier ratios, is needed. We propose a two-stage outlier filtering framework for city-scale localization that leverages both visibility and geometry intrinsics of the SfM point clouds. First, we propose a visibility-based outlier filter, which is based on a bipartite visibility graph, to filter outliers on a coarse level. Second, we apply a geometry-based outlier filter to generate a set of fine-grained matches with a novel data-driven geometrical constraint for efficient inlier evaluation. The proposed two-stage outlier filtering framework only relies on the intrinsic information of the SfM point cloud. It is thus widely applicable to be embedded into the existing localization approaches. The experimental results on two real-world datasets demonstrate the effectiveness of the proposed two-stage outlier filtering framework for city-scale localization. Weisi Lin, Michael Goesele, Xinfeng Zhang 0001, Yabin Zhang 0002 |
IEEE Trans. Image Process. | 4 |
| 2018 | Detail-Preserving Pooling in Deep NetworksabstractMost convolutional neural networks use some method for gradually downscaling the size of the hidden layers. This is commonly referred to as pooling, and is applied to reduce the number of parameters, improve invariance to certain distortions, and increase the receptive field size. Since pooling by nature is a lossy process, it is crucial that each such layer maintains the portion of the activations that is most important for the network's discriminability. Yet, simple maximization or averaging over blocks, max or average pooling, or plain downsampling in the form of strided convolutions are the standard. In this paper, we aim to leverage recent results on image downscaling for the purposes of deep learning. Inspired by the human visual system, which focuses on local spatial changes, we propose detail-preserving pooling (DPP), an adaptive pooling method that magnifies spatial changes and preserves important structural detail. Importantly, its parameters can be learned jointly with the rest of the network. We analyze some of its theoretical properties and show its empirical benefits on several datasets and networks, where DPP consistently outperforms previous pooling approaches. Faraz Saeedan, Nicolas Weber, Michael Goesele, Stefan Roth 0001 |
CVPR | 3 |
| 2018 | Aerial path planning for urban scene reconstruction: a continuous optimization method and benchmarkabstractSmall unmanned aerial vehicles (UAVs) are ideal capturing devices for high-resolution urban 3D reconstructions using multi-view stereo. Nevertheless, practical considerations such as safety usually mean that access to the scan target is often only available for a short amount of time, especially in urban environments. It therefore becomes crucial to perform both view and path planning to minimize flight time while ensuring complete and accurate reconstructions. In this work, we address the challenge of automatic view and path planning for UAV-based aerial imaging with the goal of urban reconstruction from multi-view stereo. To this end, we develop a novel continuous optimization approach using heuristics for multi-view stereo reconstruction quality and apply it to the problem of path planning. Even for large scan areas, our method generates paths in only a few minutes, and is therefore ideally suited for deployment in the field. To evaluate our method, we introduce and describe a detailed benchmark dataset for UAV path planning in urban environments which can also be used to evaluate future research efforts on this topic. Using this dataset and both synthetic and real data, we demonstrate survey-grade urban reconstructions with ground resolutions of 1 cm or better on large areas (30 000 m 2 ). Neil Smith, Nils Moehrle, Michael Goesele, Wolfgang Heidrich |
ACM Trans. Graph. | 3 |
| 2018 | Reconstructing scenes with mirror and glass surfacesabstractPlanar reflective surfaces such as glass and mirrors are notoriously hard to reconstruct for most current 3D scanning techniques. When treated naïvely, they introduce duplicate scene structures, effectively destroying the reconstruction altogether. Our key insight is that an easy to identify structure attached to the scanner---in our case an AprilTag---can yield reliable information about the existence and the geometry of glass and mirror surfaces in a scene. We introduce a fully automatic pipeline that allows us to reconstruct the geometry and extent of planar glass and mirror surfaces while being able to distinguish between the two. Furthermore, our system can automatically segment observations of multiple reflective surfaces in a scene based on their estimated planes and locations. In the proposed setup, minimal additional hardware is needed to create high-quality results. We demonstrate this using reconstructions of several scenes with a variety of real mirrors and glass. Thomas Whelan, Michael Goesele, Steven Lovegrove, Julian Straub, Simon Green, Richard Szeliski, Steven Butterfield, Shobhit Verma, Richard A. Newcombe |
ACM Trans. Graph. | 2 |
| 2017 | How Human Am I?: EEG-based Evaluation of Virtual CharactersabstractThere 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 |
CHI | 4 |
| 2017 | PFASUM: a substitution matrix from Pfam structural alignmentsabstractBACKGROUND: Detecting homologous protein sequences and computing multiple sequence alignments (MSA) are fundamental tasks in molecular bioinformatics. These tasks usually require a substitution matrix for modeling evolutionary substitution events derived from a set of aligned sequences. Over the last years, the known sequence space increased drastically and several publications demonstrated that this can lead to significantly better performing matrices. Interestingly, matrices based on dated sequence datasets are still the de facto standard for both tasks even though their data basis may limit their capabilities. We address these aspects by presenting a new substitution matrix series called PFASUM. These matrices are derived from Pfam seed MSAs using a novel algorithm and thus build upon expert ground truth data covering a large and diverse sequence space. RESULTS: We show results for two use cases: First, we tested the homology search performance of PFASUM matrices on up-to-date ASTRAL databases with varying sequence similarity. Our study shows that the usage of PFASUM matrices can lead to significantly better homology search results when compared to conventional matrices. PFASUM matrices with comparable relative entropies to the commonly used substitution matrices BLOSUM50, BLOSUM62, PAM250, VTML160 and VTML200 outperformed their corresponding counterparts in 93% of all test cases. A general assessment also comparing matrices with different relative entropies showed that PFASUM matrices delivered the best homology search performance in the test set. Second, our results demonstrate that the usage of PFASUM matrices for MSA construction improves their quality when compared to conventional matrices. On up-to-date MSA benchmarks, at least 60% of all MSAs were reconstructed in an equal or higher quality when using MUSCLE with PFASUM31, PFASUM43 and PFASUM60 matrices instead of conventional matrices. This rate even increases to at least 76% for MSAs containing similar sequences. CONCLUSIONS: We present the novel PFASUM substitution matrices derived from manually curated MSA ground truth data covering the currently known sequence space. Our results imply that PFASUM matrices improve homology search performance as well as MSA quality in many cases when compared to conventional substitution matrices. Hence, we encourage the usage of PFASUM matrices and especially PFASUM60 for these specific tasks. Frank Keul, Martin Hess, Michael Goesele, Kay Hamacher |
BMC Bioinform. | 3 |
| 2017 | Construction of bounding volume hierarchies with SAH cost approximation on temporary subtrees
Dominik Wodniok, Michael Goesele |
Comput. Graph. | 2 |
| 2017 | Tangible images of real life scenes
Xingzi Zhang, Michael Goesele, Alexei Sourin |
Comput. Graph. | 2 |
| 2017 | MATOG: Array Layout Auto-Tuning for CUDAabstractOptimal code performance is (besides correctness and accuracy) the most important objective in compute intensive applications. In many of these applications, Graphic Processing Units (GPUs) are used because of their high amount of compute power. However, caused by their massively parallel architecture, the code has to be specifically adjusted to the underlying hardware to achieve optimal performance and therefore has to be reoptimized for each new generation. In reality, this is usually not the case as productive code is normally at least several years old and nobody has the time to continuously adjust existing code to new hardware. In recent years more and more approaches have emerged that automatically tune the performance of applications toward the underlying hardware. In this article, we present the MATOG auto-tuner and its concepts. It abstracts the array memory access in CUDA applications and automatically optimizes the code according to the used GPUs. MATOG only requires few profiling runs to analyze even complex applications, while achieving significant speedups over non-optimized code, independent of the used GPU generation and without the need to manually tune the code. Nicolas Weber, Michael Goesele |
ACM Trans. Archit. Code Optim. | 2 |
| 2017 | A Data-Driven Point Cloud Simplification Framework for City-Scale Image-Based LocalizationabstractCity-scale 3D point clouds reconstructed via structure-from-motion from a large collection of Internet images are widely used in the image-based localization task to estimate a 6-DOF camera pose of a query image. Due to prohibitive memory footprint of city-scale point clouds, image-based localization is difficult to be implemented on devices with limited memory resources. Point cloud simplification aims to select a subset of points to achieve a comparable localization performance using the original point cloud. In this paper, we propose a data-driven point cloud simplification framework by taking it as a weighted K-Cover problem, which mainly includes two complementary parts. First, a utility-based parameter determination method is proposed to select a reasonable parameter K for K-Cover-based approaches by evaluating the potential of a point cloud for establishing sufficient 2D-3D feature correspondences. Second, we formulate the 3D point cloud simplification problem as a weighted K-Cover problem, and propose an adaptive exponential weight function based on the visibility probability of 3D points. The experimental results on three popular datasets demonstrate that the proposed point cloud simplification framework outperforms the state-of-the-art methods for the image-based localization application with a well predicted parameter in the K-Cover problem. Weisi Lin, Xinfeng Zhang 0001, Michael Goesele, Ming-Ting Sun |
IEEE Trans. Image Process. | 4 |
| 2017 | Visibility-consistent thin surface reconstruction using multi-scale kernelsabstractOne 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. | 5 |
| 2017 | Virtual Rephotography: Novel View Prediction Error for 3D ReconstructionabstractThe ultimate goal of many image-based modeling systems is to render photo-realistic novel views of a scene without visible artifacts. Existing evaluation metrics and benchmarks focus mainly on the geometric accuracy of the reconstructed model, which is, however, a poor predictor of visual accuracy. Furthermore, using only geometric accuracy by itself does not allow evaluating systems that either lack a geometric scene representation or utilize coarse proxy geometry. Examples include a light field and most image-based rendering systems. We propose a unified evaluation approach based on novel view prediction error that is able to analyze the visual quality of any method that can render novel views from input images. One key advantage of this approach is that it does not require ground truth geometry. This dramatically simplifies the creation of test datasets and benchmarks. It also allows us to evaluate the quality of an unknown scene during the acquisition and reconstruction process, which is useful for acquisition planning. We evaluate our approach on a range of methods, including standard geometry-plus-texture pipelines as well as image-based rendering techniques, compare it to existing geometry-based benchmarks, demonstrate its utility for a range of use cases, and present a new virtual rephotography-based benchmark for image-based modeling and rendering systems. Michael Waechter, Mate Beljan, Simon Fuhrmann, Nils Moehrle, Johannes Kopf 0001, Michael Goesele |
ACM Trans. Graph. | 6 |
| 2017 | Virtual rephotography: novel view prediction error for 3D reconstruction
Michael Waechter, Mate Beljan, Simon Fuhrmann, Nils Moehrle, Johannes Kopf 0001, Michael Goesele |
ACM Trans. Graph. | 6 |
| 2016 | Haptic Interaction with a Polygon Mesh Reconstructed from ImagesabstractMulti-view reconstruction methods are able to produce polygon meshes of a complex scene with millions of triangles which are well suited for visualization purposes. However, these large-scale, dense meshes normally cannot be haptically rendered directly with readily available APIs. In this paper, we present a method to extend meshes reconstructed from images to visual-haptic applications by using images for visual display while an improved hybrid collision detection method is used to meet the real-time requirements for haptic rendering. Moreover, three main imperfections (holes, outliers and degenerated facets) inherent in reconstructed models are also handled to help provide a smooth and consistent force feedback. Given a reconstructed model and the corresponding image, the proposed method provides a way to virtually explore the scene in the image, making it possible to appreciate art works and historic monuments within a touching distance. Xingzi Zhang, Michael Goesele, Alexei Sourin |
CW | 2 |
| 2016 | Shading-Aware Multi-view Stereo
Fabian Langguth, Kalyan Sunkavalli, Sunil Hadap, Michael Goesele |
ECCV (3) | 4 |
| 2016 | Recursive SAH-based Bounding Volume Hierarchy Construction
Dominik Wodniok, Michael Goesele |
Graphics Interface | 2 |
| 2016 | Addressing inaccuracies in BLOSUM computation improves homology search performanceabstractBACKGROUND: BLOSUM matrices belong to the most commonly used substitution matrix series for protein homology search and sequence alignments since their publication in 1992. In 2008, Styczynski et al. discovered miscalculations in the clustering step of the matrix computation. Still, the RBLOSUM64 matrix based on the corrected BLOSUM code was reported to perform worse at a statistically significant level than the BLOSUM62. Here, we present a further correction of the (R)BLOSUM code and provide a thorough performance analysis of BLOSUM-, RBLOSUM- and the newly derived CorBLOSUM-type matrices. Thereby, we assess homology search performance of these matrix-types derived from three different BLOCKS databases on all versions of the ASTRAL20, ASTRAL40 and ASTRAL70 subsets resulting in 51 different benchmarks in total. Our analysis is focused on two of the most popular BLOSUM matrices - BLOSUM50 and BLOSUM62. RESULTS: Our study shows that fixing small errors in the BLOSUM code results in substantially different substitution matrices with a beneficial influence on homology search performance when compared to the original matrices. The CorBLOSUM matrices introduced here performed at least as good as their BLOSUM counterparts in ∼75 % of all test cases. On up-to-date ASTRAL databases BLOSUM matrices were even outperformed by CorBLOSUM matrices in more than 86 % of the times. In contrast to the study by Styczynski et al., the tested RBLOSUM matrices also outperformed the corresponding BLOSUM matrices in most of the cases. Comparing the CorBLOSUM with the RBLOSUM matrices revealed no general performance advantages for either on older ASTRAL releases. On up-to-date ASTRAL databases however CorBLOSUM matrices performed better than their RBLOSUM counterparts in ∼74 % of the test cases. CONCLUSIONS: Our results imply that CorBLOSUM type matrices outperform the BLOSUM matrices on a statistically significant level in most of the cases, especially on up-to-date databases such as ASTRAL ≥2.01. Additionally, CorBLOSUM matrices are closer to those originally intended by Henikoff and Henikoff on a conceptual level. Hence, we encourage the usage of CorBLOSUM over (R)BLOSUM matrices for the task of homology search. Martin Hess, Frank Keul, Michael Goesele, Kay Hamacher |
BMC Bioinform. | 3 |
| 2016 | Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque ObjectsabstractAbstract 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. Forum | 5 |
| 2016 | Rapid, detail-preserving image downscalingabstractImage 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. | 5 |
| 2015 | Accurate Isosurface Interpolation with Hermite DataabstractIn this work we study the interpolation problem in contouring methods such as Marching Cubes. Traditionally, linear interpolation is used to define the position of an is vertex along a zero-crossing edge, which is a suitable approach if the underlying implicit function is (approximately) piecewise linear along each edge. Non-linear implicit functions, however, are frequently encountered and linear interpolation leads to inaccurate is surfaces with visible reconstruction artifacts. We instead utilize the gradient of the implicit function to generate more accurate is surfaces by means of Hermite interpolation techniques. We propose and compare several interpolation methods and demonstrate clear quality improvements by using higher order interpolants. We further show the effectiveness of the approach even when Hermite data is not available and gradients are approximated using finite differences. Simon Fuhrmann, Michael M. Kazhdan, Michael Goesele |
3DV | 3 |
| 2015 | MVE - An image-based reconstruction environment
Simon Fuhrmann, Fabian Langguth, Nils Moehrle, Michael Waechter, Michael Goesele |
Comput. Graph. | 5 |
| 2014 | Multi-view Photometric Stereo by ExampleabstractWe present a novel multi-view photometric stereo technique that recovers the surface of texture less objects with unknown BRDF and lighting. The camera and light positions are allowed to vary freely and change in each image. We exploit orientation consistency between the target and an example object to develop a consistency measure. Motivated by the fact that normals can be recovered more reliably than depth, we represent our surface as both a depth map and a normal map. These maps are jointly optimized and allow us to formulate constraints on depth that take surface orientation into account. Our technique does not require the visual hull or stereo reconstructions for bootstrapping and solely exploits image intensities without the need for radiometric camera calibration. We present results on real objects with varying degree of specularity and show that these can be used to create globally consistent models from multiple views. Jens Ackermann, Fabian Langguth, Simon Fuhrmann, Arjan Kuijper, Michael Goesele |
3DV | 5 |
| 2014 | Let There Be Color! Large-Scale Texturing of 3D Reconstructions
Michael Waechter, Nils Moehrle, Michael Goesele |
ECCV (5) | 3 |
| 2014 | Using graphics processing units to investigate molecular coevolutionabstractSUMMARY We present a massively parallel implementation of the computation of (co)evolutionary signals from biomolecular sequence alignments based on mutual information (MI) and a normalization procedure to neutral evolution. The MI is computed for two‐point and three‐point correlations within any multiple sequence alignment. We meet the high computational demand in the normalization procedure efficiently with an implementation on Graphics Processing Units (GPUs) using NVIDIA's CUDA framework. In particular, the normalization of the MI for three‐point ‘cliques’ of amino acids or nucleotides requires large sampling numbers in the normalization, which we achieve by using GPUs. GPU computation serves as an enabling technology here insofar as MI normalization is also possible using traditional computational methods [1] or cluster computation, but only GPU computation makes MI normalization for sequence analysis feasible in a statistically sufficient sample and in acceptable time given affordable commodity hardware. We illustrate (i) the computational efficiency and (ii) the biological usefulness of two‐point and three‐point MI by applications to the well‐known protein calmodulin and the variable surface glycoprotein (VSG) of Trypanosoma brucei, which are subject to involved evolutionary pressure. Here, we find striking coevolutionary patterns and distinct information on the molecular evolution of these molecules that question previous work that relied on non‐efficient MI computations. Copyright © 2013 John Wiley & Sons, Ltd. Michael Waechter, Kathrin Jaeger, Daniel Thürck, Stephanie Weissgraeber, Sven Widmer, Michael Goesele, Kay Hamacher |
Concurr. Comput. Pract. Exp. | 6 |
| 2014 | Floating scale surface reconstructionabstractAny sampled point acquired from a real-world geometric object or scene represents a finite surface area and not just a single surface point. Samples therefore have an inherent scale, very valuable information that has been crucial for high quality reconstructions. We introduce a new method for surface reconstruction from oriented, scale-enabled sample points which operates on large, redundant and potentially noisy point sets. The approach draws upon a simple yet efficient mathematical formulation to construct an implicit function as the sum of compactly supported basis functions. The implicit function has spatially continuous "floating" scale and can be readily evaluated without any preprocessing. The final surface is extracted as the zero-level set of the implicit function. One of the key properties of the approach is that it is virtually parameter-free even for complex, mixed-scale datasets. In addition, our method is easy to implement, scalable and does not require any global operations. We evaluate our method on a wide range of datasets for which it compares favorably to popular classic and current methods. Simon Fuhrmann, Michael Goesele |
ACM Trans. Graph. | 2 |
| 2013 | Guest Editorial: 3D Imaging, Processing and Modelling
Guy Godin, Michael Goesele, Yasuyuki Matsushita, Ryusuke Sagawa, Ruigang Yang |
Int. J. Comput. Vis. | 2 |
| 2013 | Image-based rendering in the gradient domainabstractWe propose a novel image-based rendering algorithm for handling complex scenes that may include reflective surfaces. Our key contribution lies in treating the problem in the gradient domain. We use a standard technique to estimate scene depth, but assign depths to image gradients rather than pixels. A novel view is obtained by rendering the horizontal and vertical gradients, from which the final result is reconstructed through Poisson integration using an approximate solution as a data term. Our algorithm is able to handle general scenes including reflections and similar effects without explicitly separating the scene into reflective and transmissive parts, as required by previous work. Our prototype renderer is fully implemented on the GPU and runs in real time on commodity hardware. Johannes Kopf 0001, Fabian Langguth, Daniel Scharstein, Richard Szeliski, Michael Goesele |
ACM Trans. Graph. | 5 |
| 2012 | Photometric stereo for outdoor webcamsabstractWe present a photometric stereo technique that operates on time-lapse sequences captured by static outdoor webcams over the course of several months. Outdoor webcams produce a large set of uncontrolled images subject to varying lighting and weather conditions. We first automatically select a suitable subset of the captured frames for further processing, reducing the dataset size by several orders of magnitude. A camera calibration step is applied to recover the camera response function, the absolute camera orientation, and to compute the light directions for each image. Finally, we describe a new photometric stereo technique for non-Lambertian scenes and unknown light source intensities to recover normal maps and spatially varying materials of the scene. Jens Ackermann, Fabian Langguth, Simon Fuhrmann, Michael Goesele |
CVPR | 4 |
| 2012 | Modulation transfer function of patch-based stereo systemsabstractA widely used technique to recover a 3D surface from photographs is patch-based (multi-view) stereo reconstruction. Current methods are able to reproduce fine surface details, they are however limited by the sampling density and the patch size used for reconstruction. We show that there is a systematic error in the reconstruction depending on the details in the unknown surface (frequencies) and the reconstruction resolution. For this purpose we present a theoretical analysis of patch-based depth reconstruction. We prove that our model of the reconstruction process yields a linear system, allowing us to apply the transfer (or system) function concept. We derive the modulation transfer function theoretically and validate it experimentally on synthetic examples using rendered images as well as on photographs of a 3D test target. Our analysis proves that there is a significant but predictable amplitude loss in reconstructions of fine scale details. In a first experiment on real-world data we show how this can be compensated for within the limits of noise and reconstruction accuracy by an inverse transfer function in frequency space. Ronny Klowsky, Arjan Kuijper, Michael Goesele |
CVPR | 3 |
| 2012 | High resolution acquisition of detailed surfaces with lens-shifted structured light
Martin Ritz, Fabian Langguth, Manuel Scholz, Michael Goesele, André Stork |
Comput. Graph. | 4 |
| 2012 | Image-based rendering for scenes with reflectionsabstractWe present a system for image-based modeling and rendering of real-world scenes containing reflective and glossy surfaces. Previous approaches to image-based rendering assume that the scene can be approximated by 3D proxies that enable view interpolation using traditional back-to-front or z-buffer compositing. In this work, we show how these can be generalized to multiple layers that are combined in an additive fashion to model the reflection and transmission of light that occurs at specular surfaces such as glass and glossy materials. To simplify the analysis and rendering stages, we model the world using piecewise-planar layers combined using both additive and opaque mixing of light. We also introduce novel techniques for estimating multiple depths in the scene and separating the reflection and transmission components into different layers. We then use our system to model and render a variety of real-world scenes with reflections. Sudipta N. Sinha, Johannes Kopf 0001, Michael Goesele, Daniel Scharstein, Richard Szeliski |
ACM Trans. Graph. | 3 |
| 2011 | Fusion of depth maps with multiple scalesabstractMulti-view stereo systems can produce depth maps with large variations in viewing parameters, yielding vastly different sampling rates of the observed surface. We present a new method for surface reconstruction by integrating a set of registered depth maps with dramatically varying sampling rate. The method is based on the construction of a hierarchical signed distance field represented in an incomplete primal octree by incrementally adding triangulated depth maps. Due to the adaptive data structure, our algorithm is able to handle depth maps with varying scale and to consistently represent coarse, low-resolution regions as well as small details contained in high-resolution depth maps. A final surface mesh is extracted from the distance field by construction of a tetrahedral complex from the scattered signed distance values and applying the Marching Tetra-hedra algorithm on the partition. The output is an adaptive triangle mesh that seamlessly connects coarse and highly detailed regions while avoiding filling areas without suitable input data. Simon Fuhrmann, Michael Goesele |
ACM Trans. Graph. | 2 |
| 2011 | Interactive deformable models with quadratic bases in Bernstein-Bézier-form
Daniel Weber 0001, Thomas Kalbe, André Stork, Dieter W. Fellner, Michael Goesele |
Vis. Comput. | 5 |
| 2010 | Back to the Future: Learning Shape Models from 3D CAD DataabstractRecognizing 3D objects from arbitrary view points is one of the\nmost fundamental problems in computer vision. A major challenge lies\nin the transition between the 3D geometry of objects and 2D\nrepresentations that can be robustly matched to natural images. Most\napproaches thus rely on 2D natural images either as the sole source of\ntraining data for building an implicit 3D representation, or by\nenriching 3D models with natural image features.\nIn this paper, we go back to the ideas from the early days of computer\nvision, by using 3D object models as the only source of information for\nbuilding a multi-view object class detector. In particular, we use\nthese models for learning 2D shape that can be robustly matched to 2D\nnatural images. Our experiments confirm the validity of our approach,\nwhich outperforms current state-of-the-art techniques on a multi-view\ndetection data set. Michael Stark 0003, Michael Goesele, Bernt Schiele |
BMVC | 2 |
| 2010 | Text-to-Video: Story Illustration from Online Photo Collections
Katharina Schwarz, Pavel Rojtberg, Joachim Caspar, Iryna Gurevych, Michael Goesele, Hendrik P. A. Lensch |
KES (4) | 5 |
| 2010 | Scene Reconstruction and Visualization From Community Photo CollectionsabstractThere are billions of photographs on the Internet, representing an extremely large, rich, and nearly comprehensive visual record of virtually every famous place on Earth. Unfortunately, these massive community photo collections are almost completely unstructured, making it very difficult to use them for applications such as the virtual exploration of our world. Over the past several years, advances in computer vision have made it possible to automatically reconstruct 3-D geometry - including camera positions and scene models - from these large, diverse photo collections. Once the geometry is known, we can recover higher level information from the spatial distribution of photos, such as the most common viewpoints and paths through the scene. This paper reviews recent progress on these challenging computer vision problems, and describes how we can use the recovered structure to turn community photo collections into immersive, interactive 3-D experiences. Noah Snavely, Ian Simon, Michael Goesele, Richard Szeliski, Steven M. Seitz |
Proc. IEEE | 3 |
| 2010 | Ambient point clouds for view interpolationabstractView interpolation and image-based rendering algorithms often produce visual artifacts in regions where the 3D scene geometry is erroneous, uncertain, or incomplete. We introduce ambient point clouds constructed from colored pixels with uncertain depth, which help reduce these artifacts while providing non-photorealistic background coloring and emphasizing reconstructed 3D geometry. Ambient point clouds are created by randomly sampling colored points along the viewing rays associated with uncertain pixels. Our real-time rendering system combines these with more traditional rigid 3D point clouds and colored surface meshes obtained using multiview stereo. Our resulting system can handle larger-range view transitions with fewer visible artifacts than previous approaches. Michael Goesele, Jens Ackermann, Simon Fuhrmann, Carsten Haubold, Ronny Klowsky, Drew Steedly, Richard Szeliski |
ACM Trans. Graph. | 1 |
| 2009 | Relighting objects from image collectionsabstractWe present an approach for recovering the reflectance of a static scene with known geometry from a collection of images taken under distant, unknown illumination. In contrast to previous work, we allow the illumination to vary between the images, which greatly increases the applicability of the approach. Using an all-frequency relighting framework based on wavelets, we are able to simultaneously estimate the per-image incident illumination and the persurface point reflectance. The wavelet framework allows for incorporating various reflection models. We demonstrate the quality of our results for synthetic test cases as well as for several datasets captured under laboratory conditions. Combined with multi-view stereo reconstruction, we are even able to recover the geometry and reflectance of a scene solely using images collected from the Internet. Tom Haber, Christian Fuchs 0004, Philippe Bekaert, Hans-Peter Seidel, Michael Goesele, Hendrik P. A. Lensch |
CVPR | 5 |
| 2009 | A shape-based object class model for knowledge transferabstractObject class models trained on hundreds or thousands of images have shown to enable robust detection. Transferring knowledge from such models to new object classes trained from a few or even as little as one training instance however is still in its infancy. This paper designs a shape-based model that allows to easily and explicitly transfer knowledge on three different levels: transfer of individual parts' shape and appearance information, transfer of local symmetry between parts, and transfer of part topology. Due to the factorized form of the model, knowledge can either be transferred for the complete model or just partial knowledge corresponding to certain aspects of the model. The experiments clearly demonstrate that the proposed model is competitive with the state-of-the-art and enables both full and partial knowledge transfer. Michael Stark 0003, Michael Goesele, Bernt Schiele |
ICCV | 2 |
| 2007 | Multi-View Stereo for Community Photo CollectionsabstractWe present a multi-view stereo algorithm that addresses the extreme changes in lighting, scale, clutter, and other effects in large online community photo collections. Our idea is to intelligently choose images to match, both at a per-view and per-pixel level. We show that such adaptive view selection enables robust performance even with dramatic appearance variability. The stereo matching technique takes as input sparse 3D points reconstructed from structure-from-motion methods and iteratively grows surfaces from these points. Optimizing for surface normals within a photoconsistency measure significantly improves the matching results. While the focus of our approach is to estimate high-quality depth maps, we also show examples of merging the resulting depth maps into compelling scene reconstructions. We demonstrate our algorithm on standard multi-view stereo datasets and on casually acquired photo collections of famous scenes gathered from the Internet. Michael Goesele, Noah Snavely, Brian Curless, Hugues Hoppe, Steven M. Seitz |
ICCV | 1 |
| 2007 | Density estimation for dynamic volumes
Christian Fuchs 0004, Tongbo Chen, Michael Goesele, Holger Theisel, Hans-Peter Seidel |
Comput. Graph. | 3 |
| 2006 | Mesostructure from SpecularityabstractWe describe a simple and robust method for surface mesostructure acquisition. Our method builds on the observation that specular reflection is a reliable visual cue for surface mesostructure perception. In contrast to most photometric stereo methods, which take specularities as outliers and discard them, we propose a progressive acquisition system that captures a dense specularity field as the only information for mesostructure reconstruction. Our method can efficiently recover surfaces with fine-scale geometric details from complex real-world objects with a wide variety of reflection properties, including translucent, low albedo, and highly specular objects. We show results for a variety of objects including human skin, dried apricot, orange, jelly candy, black leather and dark chocolate. Tongbo Chen, Michael Goesele, Hans-Peter Seidel |
CVPR (2) | 2 |
| 2006 | Multi-View Stereo RevisitedabstractWe present an extremely simple yet robust multi-view stereo algorithm and analyze its properties. The algorithm first computes individual depth maps using a window-based voting approach that returns only good matches. The depth maps are then merged into a single mesh using a straightforward volumetric approach. We show results for several datasets, showing accuracy comparable to the best of the current state of the art techniques and rivaling more complex algorithms. Michael Goesele, Brian Curless, Steven M. Seitz |
CVPR (2) | 1 |
| 2005 | 3D acquisition of mirroring objects using striped patterns
Marco Tarini, Hendrik P. A. Lensch, Michael Goesele, Hans-Peter Seidel |
Graph. Model. | 3 |
| 2004 | DISCO: acquisition of translucent objectsabstractTranslucent objects are characterized by diffuse light scattering beneath the object's surface. Light enters and leaves an object at possibly distinct surface locations. This paper presents the first method to acquire this transport behavior for arbitrary inhomogeneous objects. Individual surface points are illuminated in our DISCO measurement facility and the object's impulse response is recorded with a high-dynamic range video camera. The acquired data is resampled into a hierarchical model of the object's light scattering properties. Missing values are consistently interpolated resulting in measurement-based, complete and accurate representations of real translucent objects which can be rendered with various algorithms. Michael Goesele, Hendrik P. A. Lensch, Jochen Lang 0001, Christian Fuchs 0004, Hans-Peter Seidel |
ACM Trans. Graph. | 1 |
| 2003 | Virtualizing Real-World ObjectsabstractHigh quality, virtual 3D models are quickly emerging as a new multimedia data type with applications in such diverse areas as e-commerce, online encyclopedias, or virtual museums, to name just a few. We present new algorithms and techniques for the acquisition and real-time interaction with complex textured 3D objects and show how these results can be seamlessly integrated with previous work into a single framework for the acquisition, processing, and interactive display of high quality 3D models. In addition to pure geometry, such algorithms also have to take into account the texture of an object (which is crucial for a realistic appearance) and its reflectance behavior. The measurement of accurate material properties is an important step towards photorealistic rendering, where both the general surface properties as well as the spatially varying effects of the object are needed. Recent work on the image-based reconstruction of spatially varying BRDFs enables the generation of high quality models of real objects from a sparse set of input data. Efficient use of the capabilities of advanced PC graphics hardware allows for interactive rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object. Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Jochen Lang 0001, Hans-Peter Seidel |
Computer Graphics International | 3 |
| 2003 | Interactive Visualization of Complex Real-World Light SourcesabstractInteractive visualization of complex, real-world light sources has so far not been feasible. We present a hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition technique. By introducing an approximate reconstruction of the exact model, a multi-pass rendering approach, and a compact data representation, we are able to achieve interactive frame rates. The method is part of the processing pipeline from light source acquisition to high quality lighting of a virtual world. Xavier Granier, Michael Goesele, Wolfgang Heidrich, Hans-Peter Seidel |
PG | 2 |
| 2003 | Interactive Rendering of Translucent ObjectsabstractAbstract This paper presents a rendering method for translucent objects, in which viewpoint and illumination can be modified at interactive rates. In a preprocessing step, the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close‐by surface points is modeled as a per‐texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex‐to‐vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex‐to‐vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models. ACM CSS:I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism Color Radiosity Hendrik P. A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang 0001, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2003 | Accurate light source acquisition and renderingabstractRealistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline for dealing with complex light sources from acquisition to global illumination rendering. We carefully design optical filters to guarantee high precision measurements of real-world light sources. We discuss two practically feasible setups that allow us to measure light sources with different characteristics. Finally, we introduce an efficient importance sampling algorithm for our representation that can be used, for example, in conjunction with Photon Maps. Michael Goesele, Xavier Granier, Wolfgang Heidrich, Hans-Peter Seidel |
ACM Trans. Graph. | 1 |
| 2003 | Image-based reconstruction of spatial appearance and geometric detailabstractReal-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate measurements of the reflection properties of each material, as well as the spatially varying effects. We present an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them. In order to model local changes as well, we project the measured data for each surface point into a basis formed by the recovered BRDFs leading to a truly spatially varying BRDF representation. Real-world objects often also have fine geometric detail that is not represented in an acquired mesh. To increase the detail, we derive normal maps even for non-Lambertian surfaces using our measured BRDFs. A high quality model of a real object can be generated with relatively little input data. The generated model allows for rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object. Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Wolfgang Heidrich, Hans-Peter Seidel |
ACM Trans. Graph. | 3 |
| 2002 | Interactive Rendering of Translucent ObjectsabstractThis paper presents a rendering method for translucent objects, in which view point and illumination can be modified at interactive rates. In a preprocessing step the impulse response to incoming light impinging at each surface point is computed and stored in two different ways: The local effect on close-by surface points is modeled as a per-texel filter kernel that is applied to a texture map representing the incident illumination. The global response (i.e. light shining through the object) is stored as vertex-to-vertex throughput factors for the triangle mesh of the object. During rendering, the illumination map for the object is computed according to the current lighting situation and then filtered by the precomputed kernels. The illumination map is also used to derive the incident illumination on the vertices which is distributed via the vertex-to-vertex throughput factors to the other vertices. The final image is obtained by combining the local and global response. We demonstrate the performance of our method for several models. Hendrik P. A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang 0001, Hans-Peter Seidel |
PG | 2 |