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Paul Merrell

dblp:13/1645 · DBLP profile ↗
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12ranked-venue papers
10as first author
1since 2021 · last 2023
0000-0003-1074-1171ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 10 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
5 papers
Geometric modeling and processing · 94% Visual content generation and editing · 6%
Artificial intelligence
4 papers
3D vision · 93% Probabilistic and Bayesian machine learning · 4% Video understanding and tracking · 3%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
procedural modeling
1.042023
Example-Based Procedural Modeling Using Graph Grammars · ACM Trans. Graph. 2023
Model Synthesis: A General Procedural Modeling Algorithm · IEEE Trans. Vis. Comput. Graph. 2011
Computer-generated residential building layouts · ACM Trans. Graph. 2010
Computer vision › 3D vision
3d reconstruction
0.232008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Evaluation of Large Scale Scene Reconstruction · ICCV 2007
Real-Time Visibility-Based Fusion of Depth Maps · ICCV 2007
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.232008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Evaluation of Large Scale Scene Reconstruction · ICCV 2007
Real-Time Visibility-Based Fusion of Depth Maps · ICCV 2007
Computer vision › 3D vision › depth estimation
depth map fusion
0.122007
Evaluation of Large Scale Scene Reconstruction · ICCV 2007
Real-Time Visibility-Based Fusion of Depth Maps · ICCV 2007
Visual content generation and editing › scene synthesis
furniture arrangement
0.112011
Interactive furniture layout using interior design guidelines · ACM Trans. Graph. 2011
Computer vision › 3D vision › 3d reconstruction
real-time reconstruction
0.112008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Computer vision › 3D vision › 3d scene reconstruction
urban reconstruction
0.112008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Geometric modeling and processing › shape modeling
shape synthesis
0.112008
Continuous model synthesis · ACM Trans. Graph. 2008
Geometric modeling and processing
urban modeling
0.012011
Model Synthesis: A General Procedural Modeling Algorithm · IEEE Trans. Vis. Comput. Graph. 2011
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models
bayesian network
0.012010
Computer-generated residential building layouts · ACM Trans. Graph. 2010
Computer vision › Video understanding and tracking
video reconstruction
0.012008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008

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

graph grammar induction · 0.7monte carlo sampling · 0.2density function · 0.2stochastic optimization · 0.2bayesian network · 0.2context-sensitive grammars · 0.1constraint solving · 0.1video fusion · 0.1real-time stereo · 0.1connectivity analysis · 0.1visibility-based fusion · 0.1visibility constraints · 0.1GPU acceleration · 0.1
YearPublicationVenuePosition
2023 Example-Based Procedural Modeling Using Graph Grammars
abstract
We present a method for automatically generating polygonal shapes from an example using a graph grammar. Most procedural modeling techniques use grammars with manually created rules, but our method can create them automatically from an example. Our graph grammars generate graphs that are locally similar to a given example. We disassemble the input into small pieces called primitives and then reassemble the primitives into new graphs. We organize all possible locally similar graphs into a hierarchy and find matching graphs within the hierarchy. These matches are used to create a graph grammar that can construct every locally similar graph. Our method generates graphs using the grammar and then converts them into a planar graph drawing to produce the final shape.
Paul Merrell
ACM Trans. Graph.1
2011 Interactive furniture layout using interior design guidelines
abstract
We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates the layout guidelines as terms in a density function and generates layout suggestions by rapidly sampling the density function using a hardware-accelerated Monte Carlo sampler. Our results demonstrate that the suggestion generation functionality measurably increases the quality of furniture arrangements produced by participants with no prior training in interior design.
Paul Merrell, Eric Schkufza, Maneesh Agrawala, Vladlen Koltun
ACM Trans. Graph.1
2011 Model Synthesis: A General Procedural Modeling Algorithm
abstract
We present a method for procedurally modeling general complex 3D shapes. Our approach can automatically generate complex models of buildings, man-made structures, or urban data sets in a few minutes based on user-defined inputs. The algorithm attempts to generate complex 3D models that resemble a user-defined input model and satisfy various dimensional, geometric, and algebraic constraints to control the shape. These constraints are used to capture the intent of the user and generate shapes that look more natural. We also describe efficient techniques to handle complex shapes and highlight its performance on many different types of models. We compare model synthesis algorithms with other procedural modeling techniques, discuss the advantages of different approaches, and describe as close connection between model synthesis and context-sensitive grammars.
Paul Merrell, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.1
2010 Example-based curve synthesis
Paul Merrell, Dinesh Manocha
Comput. Graph.1
2010 Continuum Traffic Simulation
abstract
Abstract We present a novel method for the synthesis and animation of realistic traffic flows on large‐scale road networks. Our technique is based on a continuum model of traffic flow we extend to correctly handle lane changes and merges, as well as traffic behaviors due to changes in speed limit. We demonstrate how our method can be applied to the animation of many vehicles in a large‐scale traffic network at interactive rates and show that our method can simulate believable traffic flows on publicly‐available, real‐world road data. We furthermore demonstrate the scalability of this technique on many‐core systems.
Jason Sewall, David Wilkie, Paul Merrell, Ming C. Lin
Comput. Graph. Forum3
2010 Computer-generated residential building layouts
abstract
We present a method for automated generation of building layouts for computer graphics applications. Our approach is motivated by the layout design process developed in architecture. Given a set of high-level requirements, an architectural program is synthesized using a Bayesian network trained on real-world data. The architectural program is realized in a set of floor plans, obtained through stochastic optimization. The floor plans are used to construct a complete three-dimensional building with internal structure. We demonstrate a variety of computer-generated buildings produced by the presented approach.
Paul Merrell, Eric Schkufza, Vladlen Koltun
ACM Trans. Graph.1
2009 Constraint-based model synthesis
abstract
We present a method for procedurally modeling general complex 3D shapes. Our approach is targeted towards applications in digital entertainment and gaming and can automatically generate complex models of buildings, man-made structures, or urban datasets in a few minutes based on user-defined inputs. The algorithm attempts to generate results that resemble a user-defined input model and that satisfy various dimensional, geometric, and algebraic constraints. These constraints are used to capture the intent of the user and generate shapes that look more natural. We also describe efficient techniques to handle complex shapes and demonstrate their performance on many different types of models.
Paul Merrell, Dinesh Manocha
Symposium on Solid and Physical Modeling1
2008 Detailed Real-Time Urban 3D Reconstruction from Video
Marc Pollefeys, David Nistér, Jan-Michael Frahm, Amir Akbarzadeh, Philippos Mordohai, Brian Clipp, Chris Engels, David Gallup, Seon Joo Kim, Paul Merrell, C. Salmi, Sudipta N. Sinha, B. Talton, Liang Wang 0002, Qingxiong Yang, Henrik Stewénius, Ruigang Yang, Greg Welch, Herman Towles
Int. J. Comput. Vis.10
2008 Continuous model synthesis
abstract
We present a novel method for procedurally modeling large complex shapes. Our approach is general-purpose and takes as input any 3D polyhedral model provided by a user. The algorithm exploits the connectivity between the adjacent boundary features of the input model and computes an output model that has similar connected features and resembles the input. No additional user input is needed to guide the model generation and the algorithm proceeds automatically. In practice, our algorithm is simple to implement and can generate a variety of complex shapes representing buildings, landscapes, and 3D fractal shapes in a few minutes.
Paul Merrell, Dinesh Manocha
ACM Trans. Graph.1
2007 Real-Time Visibility-Based Fusion of Depth Maps
abstract
We present a viewpoint-based approach for the quick fusion of multiple stereo depth maps. Our method selects depth estimates for each pixel that minimize violations of visibility constraints and thus remove errors and inconsistencies from the depth maps to produce a consistent surface. We advocate a two-stage process in which the first stage generates potentially noisy, overlapping depth maps from a set of calibrated images and the second stage fuses these depth maps to obtain an integrated surface with higher accuracy, suppressed noise, and reduced redundancy. We show that by dividing the processing into two stages we are able to achieve a very high throughput because we are able to use a computationally cheap stereo algorithm and because this architecture is amenable to hardware-accelerated (GPU) implementations. A rigorous formulation based on the notion of stability of a depth estimate is presented first. It aims to determine the validity of a depth estimate by rendering multiple depth maps into the reference view as well as rendering the reference depth map into the other views in order to detect occlusions and free- space violations. We also present an approximate alternative formulation that selects and validates only one hypothesis based on confidence. Both formulations enable us to perform video-based reconstruction at up to 25 frames per second. We show results on the multi-view stereo evaluation benchmark datasets and several outdoors video sequences. Extensive quantitative analysis is performed using an accurately surveyed model of a real building as ground truth.
Paul Merrell, Amir Akbarzadeh, Liang Wang 0002, Philippos Mordohai, Jan-Michael Frahm, Ruigang Yang, David Nistér, Marc Pollefeys
ICCV1
2007 Evaluation of Large Scale Scene Reconstruction
abstract
We present an evaluation methodology and data for large scale video-based 3D reconstruction. We evaluate the effects of several parameters and draw conclusions that can be useful for practical systems operating in uncontrolled environments. Unlike the benchmark datasets used for the binocular stereo and multi-view reconstruction evaluations, which were collected under well-controlled conditions, our datasets are captured outdoors using video cameras mounted on a moving vehicle. As a result, the videos are much more realistic and include phenomena such as exposure changes from viewing both bright and dim surfaces, objects at varying distances from the camera, and objects of varying size and degrees of texture. The dataset includes ground truth models and precise camera pose information. We also present an evaluation methodology applicable to reconstructions of large scale environments. We evaluate the accuracy and completeness of reconstructions obtained by two fast, visibility-based depth map fusion algorithms as parameters vary.
Paul Merrell, Philippos Mordohai, Jan-Michael Frahm, Marc Pollefeys
ICCV1
2007 Example-based model synthesis
abstract
Model synthesis is a new approach to 3D modeling which automatically generates large models that resemble a small example model provided by the user. Model synthesis extends the 2D texture synthesis problem into higher dimensions and can be used to model many different objects and environments. The user only needs to provide an appropriate example model and does not need to provide any other instructions about how to generate the model. Model synthesis can be used to create symmetric models, models that change over time, and models that fit soft constraints. There are two important differences between our method and existing texture synthesis algorithms. The first is the use of a global search to find potential conflicts before adding new material to the model. The second difference is that we divide the problem of generating a large model into smaller subproblems which are easier to solve.
Paul Merrell
SI3D1