Christian Richardt

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63ranked-venue papers
6as first author
31since 2021 · last 2026
0000-0001-6716-9845ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 59 · 6 first-author · 29 since 2021Artificial intelligence and machine learning · 31 · 2 first-author · 19 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 since 2021
YearPublicationVenuePosition
2026 MapAnything: Universal Feed-Forward Metric 3D Reconstruction; map-anything.github.io
abstract
We introduce MapAnything, a unified transformer-based feed-forward model that ingests one or more images along with optional geometric inputs such as camera intrinsics, poses, depth, or partial reconstructions, and directly regresses the metric 3D scene geometry and cameras. MapAnything lever-ages a factored representation of multi-view scene geome-try, i.e., a collection of depth maps, local raymaps, camera poses, and a metric scale factor that effectively upgrades local reconstructions into a globally consistent metric frame. Standardizing the supervision and training across diverse datasets, along with flexible input augmentation, enables MapAnything to address a broad range of 3D vision tasks in a single feed-forward pass, including uncalibrated structure-from-motion, calibrated multi-view stereo, monocular depth estimation, camera localization, depth completion, and more. We provide extensive experimental analyses and model ab-lations demonstrating that MapAnything We provide extensive experimental analyses and model ab-lations demonstrating that MapAnything outperforms or matches specialist feed-forward models while offering more efficient joint training behavior, thus paving the way toward a universal 3D reconstruction backbone.
Nikhil Varma Keetha, Norman Müller, Johannes Schönberger, Lorenzo Porzi, Tobias Fischer 0004, Arno Knapitsch, Duncan Zauss, Ethan Weber, Nelson Antunes, Jonathon Luiten, Manuel Lopez-Antequera, Samuel Rota Bulò, Christian Richardt, Deva Ramanan, Sebastian A. Scherer, Peter Kontschieder
3DV14
2026 Fillerbuster: Unified Generative Scene Completion Model for Casual Captures
abstract
We present Fillerbuster, a unified model that completes unknown regions of a 3D scene with a multi-view latent diffusion transformer. Casual captures are often sparse and miss surrounding content behind objects or above the scene. Existing methods are not suitable for this challenge as they focus on making known pixels look good with sparse-view priors, or on creating missing sides of objects from just one or two photos. In reality, we often have hundreds of input frames and want to complete areas that are missing and unobserved from the input frames. Our solution is to train a generative model that can consume a large context of input frames while generating unknown target views and recovering image poses when camera parameters are unknown. We show results where we complete partial captures on two existing datasets. We also present an uncalibrated scene completion task where our unified model predicts both poses and creates new content. We open-source our framework for integration into popular reconstruction platforms like Nerfstudio or Gsplat. We present a flexible, unified inpainting framework to predict many images and poses together, where all inputs are jointly inpainted, and it could be extended to predict more modalities such as depth.
Ethan Weber, Norman Müller, Yash Kant, Vasu Agrawal, Michael Zollhöfer, Angjoo Kanazawa, Christian Richardt
3DV7
2026 ProjectiveShading: Inserting 3D Objects into Indoor Images with Complex Shadows
abstract
Abstract Realistically inserting virtual 3D objects into real‐world images requires perceptually coherent shadowing of the object and background scene. Achieving this in single‐view indoor scenes with sunlight is challenging due to complex, partially visible occluders and indirect lighting. Environment maps alone cannot produce realistic shadows on virtual objects, and any representation (scene parameters) used for rendering must be practically estimable. We introduce ProjectiveShading, the first automatic method for inverse‐ and re‐rendering that handles bi‐directional shadow interactions for realistic object composition. Our key innovation is the sunlight map, a 2D image encoding direct sunlight and arbitrary occlusions. It is generated from single‐view estimations using off‐the‐shelf models and is compatible with standard rendering engines. We also propose algorithms to estimate sunlight direction and to blend virtual and real shadows while preserving background textures. Experiments on synthetic and in‐the‐wild images show our method outperforms previous approaches.
Jundan Luo, Nanxuan Zhao, Lu Wang 0007, Wenbin Li 0002, Christian Richardt
Comput. Graph. Forum6
2025 SoundVista: Novel-View Ambient Sound Synthesis via Visual-Acoustic Binding
abstract
We introduce SoundVista, a method to generate the ambient sound of an arbitrary scene at novel viewpoints. Given a pre-acquired recording of the scene from sparsely distributed microphones, SoundVista can synthesize the sound of that scene from an unseen target viewpoint. The method learns the underlying acoustic transfer function that relates the signals acquired at the distributed microphones to the signal at the target viewpoint, using a limited number of known recordings. Unlike existing works, our method does not require constraints or prior knowledge of sound source details. Moreover, our method efficiently adapts to diverse room layouts, reference microphone configurations and unseen environments. To enable this, we introduce a visual-acoustic binding module that learns visual embeddings linked with local acoustic properties from panoramic RGB and depth data. We first leverage these embeddings to optimize the placement of reference microphones in any given scene. During synthesis, we leverage multiple embeddings extracted from reference locations to get adaptive weights for their contribution, conditioned on target viewpoint. We benchmark the task on both publicly available data and real-world settings. We demonstrate significant improvements over existing methods.
Mingfei Chen, Israel D. Gebru, Ishwarya Ananthabhotla, Christian Richardt, Dejan Markovic, Jake Sandakly, Steven Krenn, Todd Keebler, Eli Shlizerman, Alexander Richard
CVPR4
2025 Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes
abstract
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.
Stefano Esposito, Anpei Chen, Christian Reiser, Samuel Rota Bulò, Lorenzo Porzi, Katja Schwarz, Christian Richardt, Michael Zollhöfer, Peter Kontschieder, Andreas Geiger 0001
CVPR7
2025 Geometry-guided Online 3D Video Synthesis with Multi-View Temporal Consistency
abstract
We introduce a novel geometry-guided online video view synthesis method with enhanced view and temporal consistency. Traditional approaches achieve high-quality synthesis from dense multi-view camera setups but require significant computational resources. In contrast, selective-input methods reduce this cost but often compromise quality, leading to multi-view and temporal inconsistencies such as flickering artifacts. Our method addresses this challenge to deliver efficient, high-quality novel-view synthesis with view and temporal consistency. The key innovation of our approach lies in using global geometry to guide an image-based rendering pipeline. To accomplish this, we progressively refine depth maps using color difference masks across time. These depth maps are then accumulated through truncated signed distance fields in the synthesized view’s image space. This depth representation is view and temporally consistent, and is used to guide a pre-trained blending network that fuses multiple forward-rendered input-view images. Thus, the network is encouraged to output geometrically consistent synthesis results across multiple views and time. Our approach achieves consistent, high-quality video synthesis, while running efficiently in an online manner.
Hyunho Ha, Lei Xiao 0014, Christian Richardt, Thu Nguyen-Phuoc, Changil Kim 0001, Min H. Kim 0001, Douglas Lanman, Numair Khan
CVPR3
2025 Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance Fields
abstract
We present a method to reconstruct dynamic scenes from monocular continuous-wave time-of-flight (C-ToF) cameras using raw sensor samples that achieves similar or better accuracy than neural volumetric approaches and is 100× faster. Quickly achieving high-fidelity dynamic 3D reconstruction from a single viewpoint is a significant challenge in computer vision. In C-ToF radiance field reconstruction, the property of interest—depth—is not directly measured, causing an additional challenge. This problem has a large and underappreciated impact upon the optimization when using a fast primitive-based scene representation like 3D Gaussian splatting, which is commonly used with multi-view data to produce satisfactory results and is brittle in its optimization otherwise. We incorporate two heuristics into the optimization to improve the accuracy of scene geometry represented by Gaussians. Experimental results show that our approach produces accurate reconstructions under constrained C-ToF sensing conditions, including for fast motions like swinging baseball bats. https://visual.cs.brown.edu/gftorf
Runfeng Li, Mikhail Okunev, Anh Ha Duong, Christian Richardt, Matthew O'Toole, James Tompkin 0001
CVPR5
2025 IRIS: Inverse Rendering of Indoor Scenes from Low Dynamic Range Images
abstract
Inverse rendering seeks to recover 3D geometry, surface material, and lighting from captured images, enabling advanced applications such as novel-view synthesis, relighting, and virtual object insertion. However, most existing techniques rely on high dynamic range (HDR) images as input, limiting accessibility for general users. In response, we introduce IRIS, an inverse rendering framework that recovers the physically based material, spatially-varying HDR lighting, and camera response functions from multi-view, low-dynamic-range (LDR) images. By eliminating the dependence on HDR input, we make inverse rendering technology more accessible. We evaluate our approach on real-world and synthetic scenes and compare it with state-of-the-art methods. Our results show that IRIS effectively recovers HDR lighting, accurate material, and plausible camera response functions, supporting photorealistic relighting and object insertion.
Chih-Hao Lin, Jia-Bin Huang 0001, Zhengqin Li, Zhao Dong 0001, Christian Richardt, Tuotuo Li, Michael Zollhöfer, Johannes Kopf 0001, Shenlong Wang, Changil Kim 0001
CVPR5
2025 Shoot-Bounce-3D: Single-Shot Occlusion-Aware 3D from Lidar by Decomposing Two-Bounce Light
abstract
3D scene reconstruction from a single measurement is challenging, especially in the presence of occluded regions and specular materials, such as mirrors. We address these challenges by leveraging single-photon lidars. These lidars estimate depth from light that is emitted into the scene and reflected directly back to the sensor. However, they can also measure light that bounces multiple times in the scene before reaching the sensor. This multi-bounce light contains additional information that can be used to recover dense depth, occluded geometry, and material properties. Prior work with single-photon lidar, however, has only demonstrated these use cases when a laser sequentially illuminates one scene point at a time. We instead focus on the more practical – and challenging – scenario of illuminating multiple scene points simultaneously. The complexity of light transport due to the combined effects of multiplexed illumination, two-bounce light, shadows, and specular reflections is challenging to invert analytically. Instead, we propose a data-driven method to invert light transport in single-photon lidar. To enable this approach, we create the first large-scale simulated dataset of ~100k lidar transients for indoor scenes. We use this dataset to learn a prior on complex light transport, enabling measured two-bounce light to be decomposed into the constituent contributions from each laser spot. Finally, we experimentally demonstrate how this decomposed light can be used to infer 3D geometry in scenes with occlusions and mirrors from a single measurement. Our code and dataset are released on our project webpage.
Tzofi Klinghoffer, Siddharth Somasundaram, Xiaoyu Xiang, Yuchen Fan 0001, Christian Richardt, Akshat Dave, Ramesh Raskar
SIGGRAPH Asia5
2025 360° 3D Photos from a Single 360° Input Image
abstract
360° images are a popular medium for bringing photography into virtual reality. While users can look in any direction by rotating their heads, 360° images ultimately look flat. That is because they lack depth information and thus cannot create motion parallax when translating the head. To achieve a fully immersive VR experience from a single 360° image, we introduce a novel method to upgrade 360° images to free-viewpoint renderings with 6 degrees of freedom. Alternative approaches reconstruct textured 3D geometry, which is fast to render but suffers from visible reconstruction artifacts, or use neural radiance fields that produce high-quality novel views but too slowly for VR applications. Our 360°3D photos build on 3D Gaussian splatting as the underlying scene representation to simultaneously achieve high visual quality and real-time rendering speed. To fill plausible content in previously unseen regions, we introduce a novel combination of latent diffusion inpainting and monocular depth estimation with Poisson-based blending. Our results demonstrate state-of-the-art visual and depth quality at rendering rates of 105 FPS per megapixel on a commodity GPU.
Manuel Rey-Area, Christian Richardt
IEEE Trans. Vis. Comput. Graph.2
2024 Real Acoustic Fields: An Audio-Visual Room Acoustics Dataset and Benchmark
abstract
We present a new dataset called Real Acoustic Fields (RAF) that captures real acoustic room data from multiple modali-ties. The dataset includes high-quality and densely captured room impulse response data paired with multi-view images, and precise 6DoF pose tracking data for sound emitters and listeners in the rooms. We used this dataset to evaluate existing methods for novel-view acoustic synthesis and impulse re-sponse generation which previously relied on synthetic data. In our evaluation, we thoroughly assessed existing audio and audio- visual models against multiple criteria and proposed settings to enhance their performance on real-world data. We also conducted experiments to investigate the impact of incorporating visual data (i.e., images and depth) into neu-ral acoustic field models. Additionally, we demonstrated the effectiveness of a simple sim2real approach, where a model is pre-trained with simulated data and fine-tuned with sparse real-world data, resulting in significant improvements in the few-shot learning approach. RAF is the first dataset to provide densely captured room acoustic data, making it an ideal resource for researchers working on audio and audio-visual neural acoustic field modeling techniques. Demos and datasets are available on our project page.
Israel D. Gebru, Christian Richardt, Anurag Kumar 0003, William Laney, Andrew Owens, Alexander Richard
CVPR3
2024 ViewDiff: 3D-Consistent Image Generation with Text-to-Image Models
abstract
3D asset generation is getting massive amounts of attention, inspired by the recent success of text-guided 2D content creation. Existing text-to-3D methods use pretrained text-to-image diffusion models in an optimization problem or fine-tune them on synthetic data, which often results in non-photorealistic 3D objects without backgrounds. In this paper, we present a method that leverages pretrained text-to-image models as a prior, and learn to generate multi-view images in a single denoising process from real-world data. Concretely, we propose to integrate 3D volume-rendering and cross-frame-attention layers into each block of the existing U-Net network of the text-to-image model. Moreover, we design an autoregressive generation that renders more 3D-consistent images at any viewpoint. We train our model on real-world datasets of objects and showcase its capabilities to generate instances with a variety of high-quality shapes and textures in authentic surroundings. Compared to the existing methods, the results generated by our method are consistent, and have favorable visual quality (−30% FID, −37% KID).
Lukas Höllein, Aljaz Bozic, Norman Müller, David Novotný, Hung-Yu Tseng, Christian Richardt, Michael Zollhöfer, Matthias Nießner
CVPR6
2024 PlatoNeRF: 3D Reconstruction in Plato's Cave via Single-View Two-Bounce Lidar
abstract
3D reconstruction from a single-view is challenging because of the ambiguity from monocular cues and lack of information about occluded regions. Neural radiance fields (NeRF), while popular for view synthesis and 3D reconstruction, are typically reliant on multi-view images. Existing methods for single-view 3D reconstruction with NeRF rely on either data priors to hallucinate views of occluded regions, which may not be physically accurate, or shadows observed by RGB cameras, which are difficult to detect in ambient light and low albedo backgrounds. We propose using time-of-flight data captured by a single-photon avalanche diode to overcome these limitations. Our method models two-bounce optical paths with NeRF, using lidar transient data for supervision. By leveraging the advantages of both NeRF and two-bounce light measured by lidar, we demonstrate that we can reconstruct visible and occluded geometry without data priors or reliance on controlled ambient lighting or scene albedo. In addition, we demonstrate improved generalization under practical constraints on sensor spatial- and temporal-resolution. We believe our method is a promising direction as single-photon lidars become ubiquitous on consumer devices, such as phones, tablets, and headsets.
Tzofi Klinghoffer, Xiaoyu Xiang, Siddharth Somasundaram, Yuchen Fan 0001, Christian Richardt, Ramesh Raskar
CVPR5
2024 SpecNeRF: Gaussian Directional Encoding for Specular Reflections
abstract
Neural radiance fields have achieved remarkable performance in modeling the appearance of 3D scenes. However, existing approaches still struggle with the view-dependent appearance of glossy surfaces, especially under complex lighting of indoor environments. Unlike existing methods, which typically assume distant lighting like an environment map, we propose a learnable Gaussian directional encoding to better model the view-dependent effects under near-field lighting conditions. Importantly, our new directional encoding captures the spatially-varying nature of near-field lighting and emulates the behavior of prefiltered environment maps. As a result, it enables the efficient evaluation of preconvolved specular color at any 3D location with varying roughness coefficients. We further introduce a data-driven geometry prior that helps alleviate the shape radiance ambiguity in reflection modeling. We show that our Gaussian directional encoding and geometry prior significantly improve the modeling of challenging specular reflections in neural radiance fields, which helps decompose appearance into more physically meaningful components.
Vasu Agrawal, Haithem Turki, Changil Kim 0001, Chen Gao 0003, Pedro V. Sander, Michael Zollhöfer, Christian Richardt
CVPR8
2024 HybridNeRF: Efficient Neural Rendering via Adaptive Volumetric Surfaces
abstract
Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although this representation is flexible and easy to optimize, most real-world objects can be modeled more efficiently with surfaces instead of volumes, requiring far fewer samples per ray. This observation has spurred considerable progress in surface representations, such as signed distance functions, but these may struggle to model semi-opaque and thin structures. We propose a method, HybridNeRF, that leverages the strengths of both representations by rendering most objects as surfaces while modeling the (typically) small fraction of challenging regions volumetrically. We evaluate Hybrid-NeRF against the challenging Eyeful Tower dataset [38] along with other commonly used view synthesis datasets. When comparing to state-of-the-art baselines, including recent rasterization-based approaches, we improve error rates by 15-30% while achieving real-time framerates (at least 36 FPS) for virtual-reality resolutions ($2K\times 2K$). Project page: https://haithemturki.com/hybrid-nerf/.
Haithem Turki, Vasu Agrawal, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Deva Ramanan, Michael Zollhöfer, Christian Richardt
CVPR8
2024 Flowed Time of Flight Radiance Fields
Mikhail Okunev, Marc Mapeke, Benjamin Attal, Christian Richardt, Matthew O'Toole, James Tompkin 0001
ECCV (62)4
2024 URAvatar: Universal Relightable Gaussian Codec Avatars
Chen Cao 0001, Gabriel Schwartz, Rawal Khirodkar, Christian Richardt, Tomas Simon, Yaser Sheikh, Shunsuke Saito
SIGGRAPH Asia5
2024 CRefNet: Learning Consistent Reflectance Estimation With a Decoder-Sharing Transformer
abstract
We present CRefNet, a hybrid transformer-convolutional deep neural network for consistent reflectance estimation in intrinsic image decomposition. Estimating consistent reflectance is particularly challenging when the same material appears differently due to changes in illumination. Our method achieves enhanced global reflectance consistency via a novel transformer module that converts image features to reflectance features. At the same time, this module also exploits long-range data interactions. We introduce reflectance reconstruction as a novel auxiliary task that shares a common decoder with the reflectance estimation task, and which substantially improves the quality of reconstructed reflectance maps. Finally, we improve local reflectance consistency via a new rectified gradient filter that effectively suppresses small variations in predictions without any overhead at inference time. Our experiments show that our contributions enable CRefNet to predict highly consistent reflectance maps and to outperform the state of the art by 10% WHDR.
Jundan Luo, Nanxuan Zhao, Wenbin Li 0002, Christian Richardt
IEEE Trans. Vis. Comput. Graph.4
2023 Neural Feature Filtering for Faster Structure-from-Motion Localisation
Alexandros Rotsidis, Yiorgos Chrysanthou, Christian Richardt
BMVC4
2023 HyperReel: High-Fidelity 6-DoF Video with Ray-Conditioned Sampling
abstract
Volumetric scene representations enable photorealistic view synthesis for static scenes and form the basis of several existing 6-DoF video techniques. However, the volume rendering procedures that drive these representations necessitate careful trade-offs in terms of quality, rendering speed, and memory efficiency. In particular, existing methods fail to simultaneously achieve real-time performance, small memory footprint, and high-quality rendering for challenging real-world scenes. To address these issues, we present HyperReel―a novel 6-DoF video representation. The two core components of HyperReel are: (1) a ray-conditioned sample prediction network that enables high-fidelity, high frame rate rendering at high resolutions and (2) a compact and memory-efficient dynamic volume representation. Our 6-DoF video pipeline achieves the best performance compared to prior and contemporary approaches in terms of visual quality with small memory requirements, while also rendering at up to 18 frames-per-second at megapixel resolution without any custom CUDA code.
Benjamin Attal, Jia-Bin Huang 0001, Christian Richardt, Michael Zollhöfer, Johannes Kopf 0001, Matthew O'Toole, Changil Kim 0001
CVPR3
2023 Learning Neural Duplex Radiance Fields for Real-Time View Synthesis
abstract
Neural radiance fields (NeRFs) enable novel-view synthesis with unprecedented visual quality. However, to render photorealistic images, NeRFs require hundreds of deep multilayer perceptron (MLP) evaluations - for each pixel. This is prohibitively expensive and makes realtime rendering infeasible, even on powerful modern GPUs. In this paper, we propose a novel approach to distill and bake NeRFs into highly efficient mesh-based neural representations that are fully compatible with the massively parallel graphics rendering pipeline. We represent scenes as neural radiance features encoded on a two-layer duplex mesh, which effectively over-comes the inherent inaccuracies in 3D surface reconstruction by learning the aggregated radiance information from a reliable interval of ray-surface intersections. To exploit local geometric relationships of nearby pixels, we leverage screen-space convolutions instead of the MLPs used in NeRFs to achieve high-quality appearance. Finally, the performance of the whole framework is further boosted by a novel multi-view distillation optimization strategy. We demonstrate the effectiveness and superiority of our approach via extensive experiments on a range of standard datasets.
Ziyu Wan, Christian Richardt, Aljaz Bozic, Vijay Rengarajan, Seonghyeon Nam, Xiaoyu Xiang, Tuotuo Li, Bo Zhu 0011, Jing Liao 0001
CVPR2
2023 Neural Fields for Structured Lighting
abstract
We present an image formation model and optimization procedure that combines the advantages of neural radiance fields and structured light imaging. Existing depth-supervised neural models rely on depth sensors to accurately capture the scene’s geometry. However, the depth maps recovered by these sensors can be prone to error, or even fail outright. Instead of depending on the fidelity of processed depth maps from a structured light system, a more principled approach is to explicitly model the raw structured light images themselves. Our proposed approach enables the estimation of high-fidelity depth maps, including for objects with complex material properties (e.g., partially-transparent surfaces). Besides computing depth, the raw structured light images also confer other useful radiometric cues, which enable predicting surface normals and decomposing scene appearance in terms of a direct, indirect, and ambient component. We evaluate our framework quantitatively and qualitatively on a range of real and synthetic scenes, and decompose scenes into their constituent components for novel views.
Aarrushi Shandilya, Benjamin Attal, Christian Richardt, James Tompkin 0001, Matthew O'Toole
ICCV3
2023 PyNeRF: Pyramidal Neural Radiance Fields
abstract
Neural Radiance Fields (NeRFs) can be dramatically accelerated by spatial grid representations. However, they do not explicitly reason about scale and so introduce aliasing artifacts when reconstructing scenes captured at different camera distances. Mip-NeRF and its extensions propose scale-aware renderers that project volumetric frustums rather than point samples. But such approaches rely on positional encodings that are not readily compatible with grid methods. We propose a simple modification to grid-based models by training model heads at different spatial grid resolutions. At render time, we simply use coarser grids to render samples that cover larger volumes. Our method can be easily applied to existing accelerated NeRF methods and significantly improves rendering quality (reducing error rates by 20–90% across synthetic and unbounded real-world scenes) while incurring minimal performance overhead (as each model head is quick to evaluate). Compared to Mip-NeRF, we reduce error rates by 20% while training over 60x faster.
Haithem Turki, Michael Zollhöfer, Christian Richardt, Deva Ramanan
NeurIPS3
2023 VR-NeRF: High-Fidelity Virtualized Walkable Spaces
abstract
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K × 2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website: https://vr-nerf.github.io.
Linning Xu, Vasu Agrawal, William Laney, Tony Garcia, Aayush Bansal, Changil Kim 0001, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Aljaz Bozic, Dahua Lin, Michael Zollhöfer, Christian Richardt
SIGGRAPH Asia13
2022 360MonoDepth: High-Resolution 360° Monocular Depth Estimation
abstract
360° cameras can capture complete environments in a single shot, which makes 360° imagery alluring in many computer vision tasks. However, monocular depth estimation remains a challenge for 360° data, particularly for high resolutions like 2K (2048 × 1 024) and beyond that are important for novel-view synthesis and virtual reality applications. Current CNN-based methods do not support such high resolutions due to limited GPU memory. In this work, we propose aflexible framework for monocular depth estimation from high-resolution 360° images using tangent images. We project the 360° input image onto a set of tangent planes that produce perspective views, which are suitable for the latest, most accurate state-of-the-art perspective monocular depth estimators. To achieve globally consistent disparity estimates, we recombine the individual depth estimates using deformable multi-scale alignment followed by gradient-domain blending. The result is a dense, high-resolution 360° depth map with a high level of detail, also for outdoor scenes which are not supported by existing methods. Our source code and data are available at https://manurare.github.io/360monodepth/.
Manuel Rey-Area, Mingze Yuan, Christian Richardt
CVPR3
2022 Egocentric scene reconstruction from an omnidirectional video
abstract
Omnidirectional videos capture environmental scenes effectively, but they have rarely been used for geometry reconstruction. In this work, we propose an egocentric 3D reconstruction method that can acquire scene geometry with high accuracy from a short egocentric omnidirectional video. To this end, we first estimate per-frame depth using a spherical disparity network. We then fuse per-frame depth estimates into a novel spherical binoctree data structure that is specifically designed to tolerate spherical depth estimation errors. By subdividing the spherical space into binary tree and octree nodes that represent spherical frustums adaptively, the spherical binoctree effectively enables egocentric surface geometry reconstruction for environmental scenes while simultaneously assigning high-resolution nodes for closely observed surfaces. This allows to reconstruct an entire scene from a short video captured with a small camera trajectory. Experimental results validate the effectiveness and accuracy of our approach for reconstructing the 3D geometry of environmental scenes from short egocentric omnidirectional video inputs. We further demonstrate various applications using a conventional omnidirectional camera, including novel-view synthesis, object insertion, and relighting of scenes using reconstructed 3D models with texture.
Hyeonjoong Jang, Andreas Meuleman, Dahyun Kang, Donggun Kim 0002, Christian Richardt, Min H. Kim 0001
ACM Trans. Graph.5
2021 360° Optical Flow using Tangent Images
Mingze Yuan, Christian Richardt
BMVC2
2021 Fast, High-Quality Hierarchical Depth-Map Super-Resolution
abstract
The low spatial resolution of acquired depth maps is a major drawback of most RGBD sensors. However, there are many scenarios in which fast acquisition of high-resolution and high-quality depth maps would be desirable. One approach to achieve higher quality depth maps is through super-resolution. However, edge preservation is challenging, and artifacts such as depth confusion and blurring are easily introduced near boundaries. In view of this, we propose a method for fast, high-quality hierarchical depth-map super-resolution (HDS). In our method, a high-resolution RGB image is degraded layer by layer to guide the bilateral filtering of the depth map. To improve the upsampled depth map quality, we construct a feature-based bilateral filter (FBF) for the interpolation, by using the extracted RGB shallow and multi-layer features. To accelerate the process, we perform filtering only near depth boundaries and through matrix operations. We also propose an extension of our HDS model to a Classification-based Hierarchical Depth-map Super-resolution (C-HDS) model, where a context-aware trilateral filter reduces the contributions of unreliable neighbors to the current missing depth location. Experimental results show that the proposed method is significantly faster than existing methods for generating high-resolution depth maps, while also significantly improving depth quality compared to the current state-of-the-art approaches, especially for large-scale 16x super-resolution.
Yiguo Qiao, Licheng Jiao, Wenbin Li 0002, Christian Richardt, Darren Cosker
ACM Multimedia4
2021 TöRF: Time-of-Flight Radiance Fields for Dynamic Scene View Synthesis
abstract
Neural networks can represent and accurately reconstruct radiance fields for static 3D scenes (e.g., NeRF). Several works extend these to dynamic scenes captured with monocular video, with promising performance. However, the monocular setting is known to be an under-constrained problem, and so methods rely on data-driven priors for reconstructing dynamic content. We replace these priors with measurements from a time-of-flight (ToF) camera, and introduce a neural representation based on an image formation model for continuous-wave ToF cameras. Instead of working with processed depth maps, we model the raw ToF sensor measurements to improve reconstruction quality and avoid issues with low reflectance regions, multi-path interference, and a sensor's limited unambiguous depth range. We show that this approach improves robustness of dynamic scene reconstruction to erroneous calibration and large motions, and discuss the benefits and limitations of integrating RGB+ToF sensors now available on modern smartphones.
Benjamin Attal, Eliot Laidlaw, Aaron Gokaslan, Changil Kim 0001, Christian Richardt, James Tompkin 0001, Matthew O'Toole
NeurIPS5
2021 ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay
abstract
Visual camera localization using offline maps is widespread in robotics and mobile applications. Most state-of-the-art localization approaches assume static scenes, so maps are often reconstructed once and then kept constant. However, many scenes are dynamic and as changes in the scene happen, future localization attempts may struggle or fail entirely. Therefore, it is important for successful long-term localization to update and maintain maps as new observations of the scene, and changes in it, arrive. We propose a novel method for automatically discovering which points in a map remain stable over time, and which are due to transient changes. To this end, we calculate a stability store for each point based on its visibility over time, weighted by an exponential decay over time. This allows us to consider the impact of time when scoring points, and to distinguish which points are useful for long-term localization. We evaluate our method on the CMU Extended Seasons dataset (outdoors) and a new indoor dataset of a retail shop, and show the benefit of maintaining a `live map' that integrates updates over time using our exponential decay based method over a static `base map'.
Alexandros Rotsidis, Christof Lutteroth, Peter Hall 0001, Christian Richardt
WACV4
2021 Real-time Global Illumination Decomposition of Videos
abstract
We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources, and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively and show improvements over the state-of-the-art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination.
Abhimitra Meka, Mohammad Shafiei, Michael Zollhöfer, Christian Richardt, Christian Theobalt
ACM Trans. Graph.4
2020 MatryODShka: Real-time 6DoF Video View Synthesis Using Multi-sphere Images
Benjamin Attal, Selena Ling, Aaron Gokaslan, Christian Richardt, James Tompkin 0001
ECCV (1)4
2020 Combining Task Predictors via Enhancing Joint Predictability
Kwang In Kim, Christian Richardt, Hyung Jin Chang
ECCV (16)2
2020 Transitioning360: Content-aware NFoV Virtual Camera Paths for 360° Video Playback
abstract
Despite the increasing number of head-mounted displays, many 360° VR videos are still being viewed by users on existing 2D displays. To this end, a subset of the 360° video content is often shown inside a manually or semi-automatically selected normal-field-of-view (NFoV) window. However, during the playback, simply watching an NFoV video can easily miss concurrent off-screen content. We present Transitioning360, a tool for 360° video navigation and playback on 2D displays by transitioning between multiple NFoV views that track potentially interesting targets or events. Our method computes virtual NFoV camera paths considering content awareness and diversity in an offline preprocess. During playback, the user can watch any NFoV view corresponding to a precomputed camera path. Moreover, our interface shows other candidate views, providing a sense of concurrent events. At any time, the user can transition to other candidate views for fast navigation and exploration. Experimental results including a user study demonstrate that the viewing experience using our method is more enjoyable and convenient than previous methods.
Miao Wang 0004, Yijun Li 0006, Christian Richardt, Shi-Min Hu 0001
ISMAR4
2020 BlockGAN: Learning 3D Object-aware Scene Representations from Unlabelled Images
abstract
We present BlockGAN, an image generative model that learns object-aware 3D scene representations directly from unlabelled 2D images. Current work on scene representation learning either ignores scene background or treats the whole scene as one object. Meanwhile, work that considers scene compositionality treats scene objects only as image patches or 2D layers with alpha maps. Inspired by the computer graphics pipeline, we design BlockGAN to learn to first generate 3D features of background and foreground objects, then combine them into 3D features for the whole scene, and finally render them into realistic images. This allows BlockGAN to reason over occlusion and interaction between objects’ appearance, such as shadow and lighting, and provides control over each object’s 3D pose and identity, while maintaining image realism. BlockGAN is trained end-to-end, using only unlabelled single images, without the need for 3D geometry, pose labels, object masks, or multiple views of the same scene. Our experiments show that using explicit 3D features to represent objects allows BlockGAN to learn disentangled representations both in terms of objects (foreground and background) and their properties (pose and identity).
Thu Nguyen-Phuoc, Christian Richardt, Long Mai, Niloy J. Mitra
NeurIPS2
2020 OmniPhotos: casual 360° VR photography
abstract
Virtual reality headsets are becoming increasingly popular, yet it remains difficult for casual users to capture immersive 360° VR panoramas. State-of-the-art approaches require capture times of usually far more than a minute and are often limited in their supported range of head motion. We introduce OmniPhotos, a novel approach for quickly and casually capturing high-quality 360° panoramas with motion parallax. Our approach requires a single sweep with a consumer 360° video camera as input, which takes less than 3 seconds to capture with a rotating selfie stick or 10 seconds handheld. This is the fastest capture time for any VR photography approach supporting motion parallax by an order of magnitude. We improve the visual rendering quality of our OmniPhotos by alleviating vertical distortion using a novel deformable proxy geometry, which we fit to a sparse 3D reconstruction of captured scenes. In addition, the 360° input views significantly expand the available viewing area, and thus the range of motion, compared to previous approaches. We have captured more than 50 OmniPhotos and show video results for a large variety of scenes. We will make our code available.
Tobias Bertel, Mingze Yuan, Reuben Lindroos, Christian Richardt
ACM Trans. Graph.4
2020 Photorealistic Audio-driven Video Portraits
abstract
Video portraits are common in a variety of applications, such as videoconferencing, news broadcasting, and virtual education and training. We present a novel method to synthesize photorealistic video portraits for an input portrait video, automatically driven by a person's voice. The main challenge in this task is the hallucination of plausible, photorealistic facial expressions from input speech audio. To address this challenge, we employ a parametric 3D face model represented by geometry, facial expression, illumination, etc., and learn a mapping from audio features to model parameters. The input source audio is first represented as a high-dimensional feature, which is used to predict facial expression parameters of the 3D face model. We then replace the expression parameters computed from the original target video with the predicted one, and rerender the reenacted face. Finally, we generate a photorealistic video portrait from the reenacted synthetic face sequence via a neural face renderer. One appealing feature of our approach is the generalization capability for various input speech audio, including synthetic speech audio from text-to-speech software. Extensive experimental results show that our approach outperforms previous general-purpose audio-driven video portrait methods. This includes a user study demonstrating that our results are rated as more realistic than previous methods.
Miao Wang 0004, Christian Richardt, Ze-Yin Chen, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.3
2019 HoloGAN: Unsupervised Learning of 3D Representations From Natural Images
abstract
We propose a novel generative adversarial network (GAN) for the task of unsupervised learning of 3D representations from natural images. Most generative models rely on 2D kernels to generate images and make few assumptions about the 3D world. These models therefore tend to create blurry images or artefacts in tasks that require a strong 3D understanding, such as novel-view synthesis. HoloGAN instead learns a 3D representation of the world, and to render this representation in a realistic manner. Unlike other GANs, HoloGAN provides explicit control over the pose of generated objects through rigid-body transformations of the learnt 3D features. Our experiments show that using explicit 3D features enables HoloGAN to disentangle 3D pose and identity, which is further decomposed into shape and appearance, while still being able to generate images with similar or higher visual quality than other generative models. HoloGAN can be trained end-to-end from unlabelled 2D images only. Particularly, we do not require pose labels, 3D shapes, or multiple views of the same objects. This shows that HoloGAN is the first generative model that learns 3D representations from natural images in an entirely unsupervised manner.
Thu Nguyen-Phuoc, Lucas Theis, Christian Richardt
ICCV4
2019 OmniMR: Omnidirectional Mixed Reality with Spatially-Varying Environment Reflections from Moving 360° Video Cameras
abstract
We propose a new approach for creating omnidirectional mixed reality (OmniMR) from moving-camera 360° video. To insert virtual computer-generated elements into a moving-camera 360° video, we reconstruct camera motion and sparse scene content via structure from motion on stitched equirectangular video (the default output format of current 360° cameras). Then, to plausibly reproduce realworld lighting conditions for these inserted elements, we employ inverse tone mapping to recover high dynamic range environment maps which vary spatially along the camera path. We implement our approach into the Unity rendering engine for real-time object rendering with dynamic lighting and user interaction. This expands the use and flexibility of 360° video for mixed reality.
Joanna Tarko, James Tompkin 0001, Christian Richardt
VR3
2019 Near-Eye Display and Tracking Technologies for Virtual and Augmented Reality
abstract
Abstract Virtual and augmented reality (VR/AR) are expected to revolutionise entertainment, healthcare, communication and the manufacturing industries among many others. Near‐eye displays are an enabling vessel for VR/AR applications, which have to tackle many challenges related to ergonomics, comfort, visual quality and natural interaction. These challenges are related to the core elements of these near‐eye display hardware and tracking technologies. In this state‐of‐the‐art report, we investigate the background theory of perception and vision as well as the latest advancements in display engineering and tracking technologies. We begin our discussion by describing the basics of light and image formation. Later, we recount principles of visual perception by relating to the human visual system. We provide two structured overviews on state‐of‐the‐art near‐eye display and tracking technologies involved in such near‐eye displays. We conclude by outlining unresolved research questions to inspire the next generation of researchers.
George Alex Koulieris, Kaan Aksit, Michael Stengel, Rafal Mantiuk, Katerina Mania, Christian Richardt
Comput. Graph. Forum6
2019 Neural style-preserving visual dubbing
abstract
Dubbing is a technique for translating video content from one language to another. However, state-of-the-art visual dubbing techniques directly copy facial expressions from source to target actors without considering identity-specific idiosyncrasies such as a unique type of smile. We present a style-preserving visual dubbing approach from single video inputs, which maintains the signature style of target actors when modifying facial expressions, including mouth motions, to match foreign languages. At the heart of our approach is the concept of motion style, in particular for facial expressions, i.e., the person-specific expression change that is yet another essential factor beyond visual accuracy in face editing applications. Our method is based on a recurrent generative adversarial network that captures the spatiotemporal co-activation of facial expressions, and enables generating and modifying the facial expressions of the target actor while preserving their style. We train our model with unsynchronized source and target videos in an unsupervised manner using cycle-consistency and mouth expression losses, and synthesize photorealistic video frames using a layered neural face renderer. Our approach generates temporally coherent results, and handles dynamic backgrounds. Our results show that our dubbing approach maintains the idiosyncratic style of the target actor better than previous approaches, even for widely differing source and target actors.
Hyeongwoo Kim, Mohamed A. Elgharib, Michael Zollhöfer, Hans-Peter Seidel, Thabo Beeler, Christian Richardt, Christian Theobalt
ACM Trans. Graph.6
2019 MegaParallax: Casual 360° Panoramas with Motion Parallax
abstract
The ubiquity of smart mobile devices, such as phones and tablets, enables users to casually capture 360° panoramas with a single camera sweep to share and relive experiences. However, panoramas lack motion parallax as they do not provide different views for different viewpoints. The motion parallax induced by translational head motion is a crucial depth cue in daily life. Alternatives, such as omnidirectional stereo panoramas, provide different views for each eye (binocular disparity), but they also lack motion parallax as the left and right eye panoramas are stitched statically. Methods based on explicit scene geometry reconstruct textured 3D geometry, which provides motion parallax, but suffers from visible reconstruction artefacts. The core of our method is a novel multi-perspective panorama representation, which can be casually captured and rendered with motion parallax for each eye on the fly. This provides a more realistic perception of panoramic environments which is particularly useful for virtual reality applications. Our approach uses a single consumer video camera to acquire 200-400 views of a real 360° environment with a single sweep. By using novel-view synthesis with flow-based blending, we show how to turn these input views into an enriched 360° panoramic experience that can be explored in real time, without relying on potentially unreliable reconstruction of scene geometry. We compare our results with existing omnidirectional stereo and image-based rendering methods to demonstrate the benefit of our approach, which is the first to enable casual consumers to capture and view high-quality 360° panoramas with motion parallax.
Tobias Bertel, Neill D. F. Campbell, Christian Richardt
IEEE Trans. Vis. Comput. Graph.3
2018 InverseFaceNet: Deep Monocular Inverse Face Rendering
abstract
We introduce InverseFaceNet, a deep convolutional inverse rendering framework for faces that jointly estimates facial pose, shape, expression, reflectance and illumination from a single input image. By estimating all parameters from just a single image, advanced editing possibilities on a single face image, such as appearance editing and relighting, become feasible in real time. Most previous learning-based face reconstruction approaches do not jointly recover all dimensions, or are severely limited in terms of visual quality. In contrast, we propose to recover high-quality facial pose, shape, expression, reflectance and illumination using a deep neural network that is trained using a large, synthetically created training corpus. Our approach builds on a novel loss function that measures model-space similarity directly in parameter space and significantly improves reconstruction accuracy. We further propose a self-supervised bootstrapping process in the network training loop, which iteratively updates the synthetic training corpus to better reflect the distribution of real-world imagery. We demonstrate that this strategy outperforms completely synthetically trained networks. Finally, we show high-quality reconstructions and compare our approach to several state-of-the-art approaches.
Hyeongwoo Kim, Michael Zollhöfer, Ayush Tewari, Justus Thies, Christian Richardt, Christian Theobalt
CVPR5
2018 LIME: Live Intrinsic Material Estimation
abstract
We present the first end-to-end approach for real-time material estimation for general object shapes with uniform material that only requires a single color image as input. In addition to Lambertian surface properties, our approach fully automatically computes the specular albedo, material shininess, and a foreground segmentation. We tackle this challenging and ill-posed inverse rendering problem using recent advances in image-to-image translation techniques based on deep convolutional encoder-decoder architectures. The underlying core representations of our approach are specular shading, diffuse shading and mirror images, which allow to learn the effective and accurate separation of diffuse and specular albedo. In addition, we propose a novel highly efficient perceptual rendering loss that mimics real-world image formation and obtains intermediate results even during run time. The estimation of material parameters at real-time frame rates enables exciting mixed-reality applications, such as seamless illumination-consistent integration of virtual objects into real-world scenes, and virtual material cloning. We demonstrate our approach in a live setup, compare it to the state of the art, and demonstrate its effectiveness through quantitative and qualitative evaluation.
Abhimitra Meka, Maxim Maximov, Michael Zollhöfer, Avishek Chatterjee, Hans-Peter Seidel, Christian Richardt, Christian Theobalt
CVPR6
2018 Unsupervised Attention-guided Image-to-Image Translation
abstract
Current unsupervised image-to-image translation techniques struggle to focus their attention on individual objects without altering the background or the way multiple objects interact within a scene. Motivated by the important role of attention in human perception, we tackle this limitation by introducing unsupervised attention mechanisms which are jointly adversarially trained with the generators and discriminators. We empirically demonstrate that our approach is able to attend to relevant regions in the image without requiring any additional supervision, and that by doing so it achieves more realistic mappings compared to recent approaches.
Youssef A. Mejjati, Christian Richardt, James Tompkin 0001, Darren Cosker, Kwang In Kim
NeurIPS2
2018 Deep video portraits
abstract
We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network - thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.
Hyeongwoo Kim, Pablo Garrido 0001, Ayush Tewari, Weipeng Xu, Justus Thies, Matthias Nießner, Patrick Pérez, Christian Richardt, Michael Zollhöfer, Christian Theobalt
ACM Trans. Graph.8
2018 Parallax360: Stereoscopic 360° Scene Representation for Head-Motion Parallax
abstract
We propose a novel 360° scene representation for converting real scenes into stereoscopic 3D virtual reality content with head-motion parallax. Our image-based scene representation enables efficient synthesis of novel views with six degrees-of-freedom (6-DoF) by fusing motion fields at two scales: (1) disparity motion fields carry implicit depth information and are robustly estimated from multiple laterally displaced auxiliary viewpoints, and (2) pairwise motion fields enable real-time flow-based blending, which improves the visual fidelity of results by minimizing ghosting and view transition artifacts. Based on our scene representation, we present an end-to-end system that captures real scenes with a robotic camera arm, processes the recorded data, and finally renders the scene in a head-mounted display in real time (more than 40 Hz). Our approach is the first to support head-motion parallax when viewing real 360° scenes. We demonstrate compelling results that illustrate the enhanced visual experience - and hence sense of immersion-achieved with our approach compared to widely-used stereoscopic panoramas.
Bicheng Luo, Feng Xu 0005, Christian Richardt, Jun-Hai Yong
IEEE Trans. Vis. Comput. Graph.3
2017 Predictor Combination at Test Time
abstract
We present an algorithm for test-time combination of a set of reference predictors with unknown parametric forms. Existing multi-task and transfer learning algorithms focus on training-time transfer and combination, where the parametric forms of predictors are known and shared. However, when the parametric form of a predictor is unknown, e.g., for a human predictor or a predictor in a precompiled library, existing algorithms are not applicable. Instead, we empirically evaluate predictors on sampled data points to measure distances between different predictors. This embeds the set of reference predictors into a Riemannian manifold, upon which we perform manifold denoising to obtain the refined predictor. This allows our approach to make no assumptions about the underlying predictor forms. Our test-time combination algorithm equals or outperforms existing multi-task and transfer learning algorithms on challenging real-world datasets, without introducing specific model assumptions.
Kwang In Kim, James Tompkin 0001, Christian Richardt
ICCV3
2017 Live User-Guided Intrinsic Video for Static Scenes
abstract
We present a novel real-time approach for user-guided intrinsic decomposition of static scenes captured by an RGB-D sensor. In the first step, we acquire a three-dimensional representation of the scene using a dense volumetric reconstruction framework. The obtained reconstruction serves as a proxy to densely fuse reflectance estimates and to store user-provided constraints in three-dimensional space. User constraints, in the form of constant shading and reflectance strokes, can be placed directly on the real-world geometry using an intuitive touch-based interaction metaphor, or using interactive mouse strokes. Fusing the decomposition results and constraints in three-dimensional space allows for robust propagation of this information to novel views by re-projection. We leverage this information to improve on the decomposition quality of existing intrinsic video decomposition techniques by further constraining the ill-posed decomposition problem. In addition to improved decomposition quality, we show a variety of live augmented reality applications such as recoloring of objects, relighting of scenes and editing of material appearance.
Abhimitra Meka, Gereon Fox, Michael Zollhöfer, Christian Richardt, Christian Theobalt
IEEE Trans. Vis. Comput. Graph.4
2016 Video Depth-from-Defocus
abstract
Many compelling video post-processing effects, in particular aesthetic focus editing and refocusing effects, are feasible if per-frame depth information is available. Existing computational methods to capture RGB and depth either purposefully modify the optics (coded aperture, light-field imaging), or employ active RGB-D cameras. Since these methods are less practical for users with normal cameras, we present an algorithm to capture all-in-focus RGB-D video of dynamic scenes with an unmodified commodity video camera. Our algorithm turns the often unwanted defocus blur into a valuable signal. The input to our method is a video in which the focus plane is continuously moving back and forth during capture, and thus defocus blur is provoked and strongly visible. This can be achieved by manually turning the focus ring of the lens during recording. The core algorithmic ingredient is a new video-based depth-from-defocus algorithm that computes space-time-coherent depth maps, deblurred all-in-focus video, and the focus distance for each frame. We extensively evaluate our approach, and show that it enables compelling video post-processing effects, such as different types of refocusing.
Hyeongwoo Kim, Christian Richardt, Christian Theobalt
3DV2
2016 Dense Wide-Baseline Scene Flow from Two Handheld Video Cameras
abstract
We propose a new technique for computing dense scene flow from two handheld videos with wide camera baselines and different photometric properties due to different sensors or camera settings like exposure and white balance. Our technique innovates in two ways over existing methods: (1) it supports independently moving cameras, and (2) it computes dense scene flow for wide-baseline scenarios. We achieve this by combining state-of-the-art wide-baseline correspondence finding with a variational scene flow formulation. First, we compute dense, wide-baseline correspondences using DAISY descriptors for matching between cameras and over time. We then detect and replace occluded pixels in the correspondence fields using a novel edge-preserving Laplacian correspondence completion technique. We finally refine the computed correspondence fields in a variational scene flow formulation. We show dense scene flow results computed from challenging datasets with independently moving, handheld cameras of varying camera settings.
Christian Richardt, Hyeongwoo Kim, Levi Valgaerts, Christian Theobalt
3DV1
2016 Real-Time Halfway Domain Reconstruction of Motion and Geometry
abstract
We present a novel approach for real-time joint reconstruction of 3D scene motion and geometry from binocular stereo videos. Our approach is based on a novel variational halfway-domain scene flow formulation, which allows us to obtain highly accurate spatiotemporal reconstructions of shape and motion. We solve the underlying optimization problem at real-time frame rates using a novel data-parallel robust non-linear optimization strategy. Fast convergence and large displacement flows are achieved by employing a novel hierarchy that stores delta flows between hierarchy levels. High performance is obtained by the introduction of a coarser warp grid that decouples the number of unknowns from the input resolution of the images. We demonstrate our approach in a live setup that is based on two commodity webcams, as well as on publicly available video data. Our extensive experiments and evaluations show that our approach produces high-quality dense reconstructions of 3D geometry and scene flow at real-time frame rates, and compares favorably to the state of the art.
Lucas Thies, Michael Zollhöfer, Christian Richardt, Christian Theobalt, Günther Greiner
3DV3
2016 General Automatic Human Shape and Motion Capture Using Volumetric Contour Cues
Helge Rhodin, Nadia Robertini, Dan Casas, Christian Richardt, Hans-Peter Seidel, Christian Theobalt
ECCV (5)4
2016 Live intrinsic video
abstract
Intrinsic video decomposition refers to the fundamentally ambiguous task of separating a video stream into its constituent layers, in particular reflectance and shading layers. Such a decomposition is the basis for a variety of video manipulation applications, such as realistic recoloring or retexturing of objects. We present a novel variational approach to tackle this underconstrained inverse problem at real-time frame rates, which enables on-line processing of live video footage. The problem of finding the intrinsic decomposition is formulated as a mixed variational ℓ 2 - ℓ p -optimization problem based on an objective function that is specifically tailored for fast optimization. To this end, we propose a novel combination of sophisticated local spatial and global spatio-temporal priors resulting in temporally coherent decompositions at real-time frame rates without the need for explicit correspondence search. We tackle the resulting high-dimensional, non-convex optimization problem via a novel data-parallel iteratively reweighted least squares solver that runs on commodity graphics hardware. Real-time performance is obtained by combining a local-global solution strategy with hierarchical coarse-to-fine optimization. Compelling real-time augmented reality applications, such as recoloring, material editing and retexturing, are demonstrated in a live setup. Our qualitative and quantitative evaluation shows that we obtain high-quality real-time decompositions even for challenging sequences. Our method is able to outperform state-of-the-art approaches in terms of runtime and result quality -- even without user guidance such as scribbles.
Abhimitra Meka, Michael Zollhöfer, Christian Richardt, Christian Theobalt
ACM Trans. Graph.3
2016 EgoCap: egocentric marker-less motion capture with two fisheye cameras
abstract
Marker-based and marker-less optical skeletal motion-capture methods use an outside-in arrangement of cameras placed around a scene, with viewpoints converging on the center. They often create discomfort with marker suits, and their recording volume is severely restricted and often constrained to indoor scenes with controlled backgrounds. Alternative suit-based systems use several inertial measurement units or an exoskeleton to capture motion with an inside-in setup, i.e. without external sensors. This makes capture independent of a confined volume, but requires substantial, often constraining, and hard to set up body instrumentation. Therefore, we propose a new method for real-time, marker-less, and egocentric motion capture: estimating the full-body skeleton pose from a lightweight stereo pair of fisheye cameras attached to a helmet or virtual reality headset - an optical inside-in method, so to speak. This allows full-body motion capture in general indoor and outdoor scenes, including crowded scenes with many people nearby, which enables reconstruction in larger-scale activities. Our approach combines the strength of a new generative pose estimation framework for fisheye views with a ConvNet-based body-part detector trained on a large new dataset. It is particularly useful in virtual reality to freely roam and interact, while seeing the fully motion-captured virtual body.
Helge Rhodin, Christian Richardt, Dan Casas, Eldar Insafutdinov, Mohammad Shafiei, Hans-Peter Seidel, Bernt Schiele, Christian Theobalt
ACM Trans. Graph.2
2015 A Versatile Scene Model with Differentiable Visibility Applied to Generative Pose Estimation
abstract
Generative reconstruction methods compute the 3D configuration (such as pose and/or geometry) of a shape by optimizing the overlap of the projected 3D shape model with images. Proper handling of occlusions is a big challenge, since the visibility function that indicates if a surface point is seen from a camera can often not be formulated in closed form, and is in general discrete and non-differentiable at occlusion boundaries. We present a new scene representation that enables an analytically differentiable closed-form formulation of surface visibility. In contrast to previous methods, this yields smooth, analytically differentiable, and efficient to optimize pose similarity energies with rigorous occlusion handling, fewer local minima, and experimentally verified improved convergence of numerical optimization. The underlying idea is a new image formation model that represents opaque objects by a translucent medium with a smooth Gaussian density distribution which turns visibility into a smooth phenomenon. We demonstrate the advantages of our versatile scene model in several generative pose estimation problems, namely marker-less multi-object pose estimation, marker-less human motion capture with few cameras, and image-based 3D geometry estimation.
Helge Rhodin, Nadia Robertini, Christian Richardt, Hans-Peter Seidel, Christian Theobalt
ICCV3
2015 4D Model Flow: Precomputed Appearance Alignment for Real-time 4D Video Interpolation
abstract
We introduce the concept of 4D model flow for the precomputed alignment of dynamic surface appearance across 4D video sequences of different motions reconstructed from multi-view video. Precomputed 4D model flow allows the efficient parametrization of surface appearance from the captured videos, which enables efficient real-time rendering of interpolated 4D video sequences whilst accurately reproducing visual dynamics, even when using a coarse underlying geometry. We estimate the 4D model flow using an image-based approach that is guided by available geometry proxies. We propose a novel representation in surface texture space for efficient storage and online parametric interpolation of dynamic appearance. Our 4D model flow overcomes previous requirements for computationally expensive online optical flow computation for data-driven alignment of dynamic surface appearance by precomputing the appearance alignment. This leads to an efficient rendering technique that enables the online interpolation between 4D videos in real time, from arbitrary viewpoints and with visual quality comparable to the state of the art.
Dan Casas, Christian Richardt, John P. Collomosse, Christian Theobalt, Adrian Hilton 0001
Comput. Graph. Forum2
2014 Vectorising Bitmaps into Semi-Transparent Gradient Layers
abstract
Abstract We present an interactive approach for decompositing bitmap drawings and studio photographs into opaque and semi‐transparent vector layers. Semi‐transparent layers are especially challenging to extract, since they require the inversion of the non‐linear compositing equation. We make this problem tractable by exploiting the parametric nature of vector gradients, jointly separating and vectorising semi‐transparent regions. Specifically, we constrain the foreground colours to vary according to linear or radial parametric gradients, restricting the number of unknowns and allowing our system to efficiently solve for an editable semi‐transparent foreground. We propose a progressive workflow, where the user successively selects a semi‐transparent or opaque region in the bitmap, which our algorithm separates as a foreground vector gradient and a background bitmap layer. The user can choose to decompose the background further or vectorise it as an opaque layer. The resulting layered vector representation allows a variety of edits, such as modifying the shape of highlights, adding texture to an object or changing its diffuse colour.
Christian Richardt, Jorge Lopez-Moreno, Adrien Bousseau, Maneesh Agrawala, George Drettakis
Comput. Graph. Forum1
2013 Megastereo: Constructing High-Resolution Stereo Panoramas
abstract
We present a solution for generating high-quality stereo panoramas at mega pixel resolutions. While previous approaches introduced the basic principles, we show that those techniques do not generalise well to today's high image resolutions and lead to disturbing visual artefacts. As our first contribution, we describe the necessary correction steps and a compact representation for the input images in order to achieve a highly accurate approximation to the required ray space. Our second contribution is a flow-based up sampling of the available input rays which effectively resolves known aliasing issues like stitching artefacts. The required rays are generated on the fly to perfectly match the desired output resolution, even for small numbers of input images. In addition, the up sampling is real-time and enables direct interactive control over the desired stereoscopic depth effect. In combination, our contributions allow the generation of stereoscopic panoramas at high output resolutions that are virtually free of artefacts such as seams, stereo discontinuities, vertical parallax and other mono-/stereoscopic shape distortions. Our process is robust, and other types of multiperspective panoramas, such as linear panoramas, can also benefit from our contributions. We show various comparisons and high-resolution results.
Christian Richardt, Yael Pritch, Henning Zimmer, Alexander Sorkine-Hornung
CVPR1
2013 Perception of perspective distortions in image-based rendering
abstract
Image-based rendering (IBR) creates realistic images by enriching simple geometries with photographs, e.g., mapping the photograph of a building façade onto a plane. However, as soon as the viewer moves away from the correct viewpoint, the image in the retina becomes distorted, sometimes leading to gross misperceptions of the original geometry. Two hypotheses from vision science state how viewers perceive such image distortions, one claiming that they can compensate for them (and therefore perceive scene geometry reasonably correctly), and one claiming that they cannot compensate (and therefore can perceive rather significant distortions). We modified the latter hypothesis so that it extends to street-level IBR. We then conducted a rigorous experiment that measured the magnitude of perceptual distortions that occur with IBR for façade viewing. We also conducted a rating experiment that assessed the acceptability of the distortions. The results of the two experiments were consistent with one another. They showed that viewers' percepts are indeed distorted, but not as severely as predicted by the modified vision science hypothesis. From our experimental results, we develop a predictive model of distortion for street-level IBR, which we use to provide guidelines for acceptability of virtual views and for capture camera density. We perform a confirmatory study to validate our predictions, and illustrate their use with an application that guides users in IBR navigation to stay in regions where virtual views yield acceptable perceptual distortions.
Peter Vangorp, Christian Richardt, Emily A. Cooper, Gaurav Chaurasia, Martin S. Banks, George Drettakis
ACM Trans. Graph.2
2012 Coherent Spatiotemporal Filtering, Upsampling and Rendering of RGBZ Videos
abstract
Abstract Sophisticated video processing effects require both image and geometry information. We explore the possibility to augment a video camera with a recent infrared time‐of‐flight depth camera, to capture high‐resolution RGB and low‐resolution, noisy depth at video frame rates. To turn such a setup into a practical RGBZ video camera, we develop efficient data filtering techniques that are tailored to the noise characteristics of IR depth cameras. We first remove typical artefacts in the RGBZ data and then apply an efficient spatiotemporal denoising and upsampling scheme. This allows us to record temporally coherent RGBZ videos at interactive frame rates and to use them to render a variety of effects in unprecedented quality. We show effects such as video relighting, geometry‐based abstraction and stylisation, background segmentation and rendering in stereoscopic 3D.
Christian Richardt, Carsten Stoll, Neil A. Dodgson, Hans-Peter Seidel, Christian Theobalt
Comput. Graph. Forum1
2010 Real-Time Spatiotemporal Stereo Matching Using the Dual-Cross-Bilateral Grid
Christian Richardt, Douglas Orr, Ian P. Davies, Antonio Criminisi, Neil A. Dodgson
ECCV (3)1
2009 Voronoi video stylisation
abstract
We introduce a novel video stylisation framework based on decomposing the video volume into 3D Voronoi cells. Colour samples are taken for each cell in a video, leading to an efficient and sparse video representation. Based on the same representation, our framework affords a wide variety of artistic rendering styles. We present two families of such styles for reconstructing stylised video frames: (1) using neighbouring Voronoi cells, and (2) a derived per-frame Delaunay-like triangulation. Our framework provides a flexible foundation for automatic video stylisation that is artistically expressive and temporally coherent.
Christian Richardt, Neil A. Dodgson
CGI1