Demo Data from SIGIR 2026 / reviewers in the wild / expert
Matthias Innmann
dblp:165/9923
· DBLP profile ↗
7ranked-venue papers
3as first author
2since 2021 · last 2026
0009-0000-5314-1200ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021
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
4 papers |
Geometric modeling and processing · 60% Rendering · 38% Computational photography and imaging · 2% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 13 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
neural rendering |
0.7 | 1 | 2023 | VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering · SIGGRAPH Asia 2023 |
Geometric modeling and processing › shape modeling › shape completion
point cloud completion |
0.7 | 1 | 2023 | VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering · SIGGRAPH Asia 2023 |
Geometric modeling and processing
point cloud processing |
0.7 | 1 | 2023 | VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering · SIGGRAPH Asia 2023 |
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction |
0.2 | 1 | 2016 | VolumeDeform: Real-Time Volumetric Non-rigid Reconstruction · ECCV (8) 2016 |
Computer vision › 3D vision
3d reconstruction |
0.2 | 1 | 2015 | Shading-based refinement on volumetric signed distance functions · ACM Trans. Graph. 2015 |
Computer vision › 3D vision › 3d reconstruction › multimodal 3d reconstruction
RGB-D reconstruction |
0.2 | 1 | 2015 | Shading-based refinement on volumetric signed distance functions · ACM Trans. Graph. 2015 |
Computer vision › 3D vision › shape from shading
shading-based refinement |
0.2 | 1 | 2015 | Shading-based refinement on volumetric signed distance functions · ACM Trans. Graph. 2015 |
Geometric modeling and processing › point cloud processing
point cloud generation |
0.2 | 1 | 2015 | Spherical fibonacci mapping · ACM Trans. Graph. 2015 |
Geometric modeling and processing
procedural modeling |
0.2 | 1 | 2015 | Spherical fibonacci mapping · ACM Trans. Graph. 2015 |
Rendering
texture mapping |
0.2 | 1 | 2015 | Spherical fibonacci mapping · ACM Trans. Graph. 2015 |
Rendering
novel view synthesis |
0.2 | 1 | 2023 | VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering · SIGGRAPH Asia 2023 |
Rendering
inverse rendering |
0.1 | 1 | 2015 | Shading-based refinement on volumetric signed distance functions · ACM Trans. Graph. 2015 |
Computational photography and imaging › shape and reflectance estimation
shape from shading |
0.1 | 1 | 2015 | Shading-based refinement on volumetric signed distance functions · ACM Trans. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
visual error tomography · 0.7structure from motion · 0.7differentiable point-based rendering · 0.7volumetric deformation · 0.5depth fusion · 0.5gauss-newton solver · 0.4unit vector quantization · 0.2sparse voxel hashing · 0.2nearest neighbor search · 0.2inverse shading · 0.2inverse mapping · 0.2GPU implementation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SurfFill: Completion of LiDAR point clouds via Gaussian surfel splattingabstractLiDAR-captured point clouds are often considered the gold standard in active 3D reconstruction. While their accuracy is exceptional in flat regions, the capturing is susceptible to missing small geometric structures, thin edges, and structures exhibiting challenging surface properties. Alternatively, capturing multiple photos of the scene and applying 3D photogrammetry can infer these details as they often represent feature-rich regions. However, the accuracy of LiDAR for featureless regions is rarely reached. Therefore, we suggest combining the strengths of LiDAR and camera-based capture by introducing SurfFill: a Gaussian surfel-based LiDAR completion scheme. We analyze LiDAR capturings and attribute LiDAR beam divergence as a main factor for artifacts, manifesting mostly at thin structures and edges. We use this insight to introduce an ambiguity heuristic for completed scans by evaluating the change in density in the point cloud. This allows us to identify points close to missed areas, which we can then use to grow additional points from to complete the scan. For this point growing, we employ Gaussian surfels and focus optimization and densification on these ambiguous areas. Finally, Gaussian primitives of the reconstruction in ambiguous areas are extracted and sampled for points to complete the point cloud. To address the challenges of large-scale reconstruction, we extend this pipeline with a divide-and-conquer scheme for building-sized point cloud completion. We evaluate on the task of LiDAR point cloud completion of synthetic and real-world scenes and find that our method outperforms previous reconstruction methods. Svenja Strobel, Matthias Innmann, Bernhard Egger 0001, Marc Stamminger, Linus Franke |
Comput. Graph. | 2 |
| 2023 | VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural RenderingabstractIn the last few years, deep neural networks opened the doors for big advances in novel view synthesis. Many of these approaches are based on a (coarse) proxy geometry obtained by structure from motion algorithms. Small deficiencies in this proxy can be fixed by neural rendering, but larger holes or missing parts, as they commonly appear for thin structures or for glossy regions, still lead to distracting artifacts and temporal instability. In this paper, we present a novel neural-rendering-based approach to detect and fix such deficiencies. As a proxy, we use a point cloud, which allows us to easily remove outlier geometry and to fill in missing geometry without complicated topological operations. Keys to our approach are (i) a differentiable, blending point-based renderer that can blend out redundant points, as well as (ii) the concept of Visual Error Tomography (VET), which allows us to lift 2D error maps to identify 3D-regions lacking geometry and to spawn novel points accordingly. Furthermore, (iii) by adding points as nested environment maps, our approach allows us to generate high-quality renderings of the surroundings in the same pipeline. In our results, we show that our approach can improve the quality of a point cloud obtained by structure from motion and thus increase novel view synthesis quality significantly. In contrast to point growing techniques, the approach can also fix large-scale holes and missing thin structures effectively. Rendering quality outperforms state-of-the-art methods and temporal stability is significantly improved, while rendering is possible at real-time frame rates. Linus Franke, Darius Rückert, Laura Fink, Matthias Innmann, Marc Stamminger |
SIGGRAPH Asia | 4 |
| 2020 | NRMVS: Non-Rigid Multi-View StereoabstractMulti-view Stereo (MVS) is a common solution in photogrammetry applications for the dense reconstruction of a static scene from images. The static scene assumption, however, limits the general applicability of MVS algorithms, as many day-to-day scenes undergo non-rigid motion, e.g., clothes, faces, or human bodies. In this paper, we open up a new challenging direction: Dense 3D reconstruction of scenes with non-rigid changes observed from a small number of images sparsely captured from different views with a single monocular camera, which we call non-rigid multi-view stereo (NRMVS) problem. We formulate this problem as a joint optimization of deformation and depth estimation, using deformation graphs as the underlying representation. We propose a new sparse 3D to 2D matching technique with a dense patch-match evaluation scheme to estimate the most plausible deformation field satisfying depth and photometric consistency. We show that a dense reconstruction of a scene with non-rigid changes from a few images is possible, and demonstrate that our method can be used to interpolate novel deformed scenes from various combinations of deformation estimates derived from the sparse views. Matthias Innmann, Jinwei Gu, Matthias Nießner, Charles T. Loop, Marc Stamminger, Jan Kautz |
WACV | 1 |
| 2020 | BRDF-Reconstruction in Photogrammetry Studio SetupsabstractPhotogrammetry Studios are a common setup to acquire high-quality 3D geometry from different kinds of real-world objects, humans, etc. In a photo studio like setup, 50 -200 DSLR cameras are used with object-specific illumination to simultaneously capture images that are processed by algorithms that automatically estimate the camera parameters and detailed geometry. These steps are automated in established pipelines to a large extent and do not require much user input. However, the post-processing typically involves a manual estimation of surface reflectance parameters by an artist, who paints textures to allow for photorealistic rendering. While professional light stages facilitate this process in an automated way, these setups are very expensive and require accurately calibrated light sources and cameras. In our work, we present a new formulation along with a practical solution to reduce these constraints to photo studio like setups by jointly reconstructing the geometric configuration of the lights along with spatially varying surface reflectance properties and its diffuse albedo. In the presented synthetic as well as real-world experiments, we analyze the effect of different optimization objectives and show that our method is able to provide photorealistic reconstruction results with an RMSE of ≈ 1 - 3% on real data. Matthias Innmann, Jochen Süßmuth, Marc Stamminger |
WACV | 1 |
| 2016 | VolumeDeform: Real-Time Volumetric Non-rigid Reconstruction
Matthias Innmann, Michael Zollhöfer, Matthias Nießner, Christian Theobalt, Marc Stamminger |
ECCV (8) | 1 |
| 2015 | Spherical fibonacci mappingabstractSpherical Fibonacci point sets yield nearly uniform point distributions on the unit sphere S 2 ⊂ R 3 . The forward generation of these point sets has been widely researched and is easy to implement, such that they have been used in various applications. Unfortunately, the lack of an efficient mapping from points on the unit sphere to their closest spherical Fibonacci point set neighbors rendered them impractical for a wide range of applications, especially in computer graphics. Therefore, we introduce an inverse mapping from points on the unit sphere which yields the nearest neighbor in an arbitrarily sized spherical Fibonacci point set in constant time, without requiring any precomputations or table lookups. We show how to implement this inverse mapping on GPUs while addressing arising floating point precision problems. Further, we demonstrate the use of this mapping and its variants, and show how to apply it to fast unit vector quantization. Finally, we illustrate the means by which to modify this inverse mapping for texture mapping with smooth filter kernels and showcase its use in the field of procedural modeling. Benjamin Keinert, Matthias Innmann, Michael Sänger, Marc Stamminger |
ACM Trans. Graph. | 2 |
| 2015 | Shading-based refinement on volumetric signed distance functionsabstractWe present a novel method to obtain fine-scale detail in 3D reconstructions generated with low-budget RGB-D cameras or other commodity scanning devices. As the depth data of these sensors is noisy, truncated signed distance fields are typically used to regularize out the noise, which unfortunately leads to over-smoothed results. In our approach, we leverage RGB data to refine these reconstructions through shading cues, as color input is typically of much higher resolution than the depth data. As a result, we obtain reconstructions with high geometric detail, far beyond the depth resolution of the camera itself. Our core contribution is shading-based refinement directly on the implicit surface representation, which is generated from globally-aligned RGB-D images. We formulate the inverse shading problem on the volumetric distance field, and present a novel objective function which jointly optimizes for fine-scale surface geometry and spatially-varying surface reflectance. In order to enable the efficient reconstruction of sub-millimeter detail, we store and process our surface using a sparse voxel hashing scheme which we augment by introducing a grid hierarchy. A tailored GPU-based Gauss-Newton solver enables us to refine large shape models to previously unseen resolution within only a few seconds. Michael Zollhöfer, Angela Dai, Matthias Innmann, Chenglei Wu, Marc Stamminger, Christian Theobalt, Matthias Nießner |
ACM Trans. Graph. | 3 |