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Simon Fuhrmann

dblp:97/8192 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-authorArtificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Rendering · 43% Geometric modeling and processing · 39% Computational photography and imaging · 13%
Artificial intelligence
3 papers
3D vision · 100%

Topics — the 16 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.532017
Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction · ACM Trans. Graph. 2017
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Virtual rephotography: novel view prediction error for 3D reconstruction · ACM Trans. Graph. 2017
Geometric modeling and processing
surface reconstruction
0.322014
Floating scale surface reconstruction · ACM Trans. Graph. 2014
Fusion of depth maps with multiple scales · ACM Trans. Graph. 2011
Computer vision › 3D vision
3d reconstruction
0.312017
Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction · ACM Trans. Graph. 2017
Geometric modeling and processing
3d reconstruction
0.312017
Virtual rephotography: novel view prediction error for 3D reconstruction · ACM Trans. Graph. 2017
Rendering
novel view synthesis
0.312017
Virtual rephotography: novel view prediction error for 3D reconstruction · ACM Trans. Graph. 2017
Geometric modeling and processing › surface reconstruction
implicit surface reconstruction
0.212014
Floating scale surface reconstruction · ACM Trans. Graph. 2014
Computer vision › 3D vision
photometric stereo
0.112012
Photometric stereo for outdoor webcams · CVPR 2012
Computer vision › 3D vision
surface normal estimation
0.112012
Photometric stereo for outdoor webcams · CVPR 2012
Computational photography and imaging › depth estimation
depth map fusion
0.112011
Fusion of depth maps with multiple scales · ACM Trans. Graph. 2011
Image and video processing › image reconstruction
multi-scale reconstruction
0.112011
Fusion of depth maps with multiple scales · ACM Trans. Graph. 2011
Rendering
point-based rendering
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Geometric modeling and processing › shape representation › point-based representation
point cloud
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Rendering › image-based rendering
view interpolation
0.112010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010
Computational photography and imaging
camera calibration
0.012012
Photometric stereo for outdoor webcams · CVPR 2012
Computational photography and imaging › camera model
camera response function
0.012012
Photometric stereo for outdoor webcams · CVPR 2012
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.012010
Ambient point clouds for view interpolation · ACM Trans. Graph. 2010

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

virtual rephotography · 0.6view prediction error · 0.6photometric stereo · 0.3light direction estimation · 0.3camera calibration · 0.3view prediction error minimization · 0.3rephotography · 0.3zero-level set extraction · 0.2compactly supported basis function · 0.2hierarchical signed distance field · 0.1ambient point clouds · 0.1
YearPublicationVenuePosition
2017 Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction
abstract
The 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.3
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.3
2015 Accurate Isosurface Interpolation with Hermite Data
abstract
In 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
3DV1
2015 MVE - An image-based reconstruction environment
Simon Fuhrmann, Fabian Langguth, Nils Moehrle, Michael Waechter, Michael Goesele
Comput. Graph.1
2014 Multi-view Photometric Stereo by Example
abstract
We 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
3DV3
2014 Floating scale surface reconstruction
abstract
Any 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.1
2012 Photometric stereo for outdoor webcams
abstract
We 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
CVPR3
2011 Automatic Construction of Statistical Shape Models for Vertebrae
Meike Becker, Matthias Kirschner, Simon Fuhrmann, Stefan Wesarg
MICCAI (2)3
2011 Fusion of depth maps with multiple scales
abstract
Multi-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.1
2010 Ambient point clouds for view interpolation
abstract
View 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.3