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Marc Stamminger

Publications and source records attributed to Marc Stamminger.

At least 37 records · Page 2Linked to original sources

An Efficient yet High-Performance Method for Precise Radar-Based Imaging of Human Hand Poses

Contactless hand pose estimation requires sensors that provide precise spatial information and low computational complexity for real-time processing. Unlike vision-based systems, radar offers lighting independence and direct motion assessments. Yet, there is limited research balancing real-time constraints, suitable frame rates for motion evaluations, and the need for precise 3D data. To address this, we extend the ultra-efficient two-tone hand imaging method from our prior work to a three-tone approach. Maintaining high frame rates and real-time constraints, this approach significantly enhances reconstruction accuracy and precision. We assess these measures by evaluating reconstruction results for different hand poses obtained by an imaging radar. Accuracy is assessed against ground truth from a spatially calibrated photogrammetry setup, while precision is measured using 3D-printed hand poses. The results emphasize the method's great potential for future radar-based hand sensing.

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TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering

Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [Rückert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage. The project page is located at: https://lfranke.github.io/trips/

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LiveNVS: Neural View Synthesis on Live RGB-D Streams

Existing real-time RGB-D reconstruction approaches, like Kinect Fusion, lack real-time photo-realistic visualization. This is due to noisy, oversmoothed or incomplete geometry and blurry textures which are fused from imperfect depth maps and camera poses. Recent neural rendering methods can overcome many of such artifacts but are mostly optimized for offline usage, hindering the integration into a live reconstruction pipeline. In this paper, we present LiveNVS, a system that allows for neural novel view synthesis on a live RGB-D input stream with very low latency and real-time rendering. Based on the RGB-D input stream, novel views are rendered by projecting neural features into the target view via a densely fused depth map and aggregating the features in image-space to a target feature map. A generalizable neural network then translates the target feature map into a high-quality RGB image. LiveNVS achieves state-of-the-art neural rendering quality of unknown scenes during capturing, allowing users to virtually explore the scene and assess reconstruction quality in real-time.

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GAN-Based LiDAR Intensity Simulation

Realistic vehicle sensor simulation is an important element in developing autonomous driving. As physics-based implementations of visual sensors like LiDAR are complex in practice, data-based approaches promise solutions. Using pairs of camera images and LiDAR scans from real test drives, GANs can be trained to translate between them. For this process, we contribute two additions. First, we exploit the camera images, acquiring segmentation data and dense depth maps as additional input for training. Second, we test the performance of the LiDAR simulation by testing how well an object detection network generalizes between real and synthetic point clouds to enable evaluation without ground truth point clouds. Combining both, we simulate LiDAR point clouds and demonstrate their realism.

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VET: Visual Error Tomography for Point Cloud Completion and High-Quality Neural Rendering

In 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.

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Improving HEVC Encoding of Rendered Video Data Using True Motion Information

This paper shows that motion vectors representing the true motion of an object in a scene can be exploited to improve the encoding process of computer generated video sequences. Therefore, a set of sequences is presented for which the true motion vectors of the corresponding objects were generated on a per-pixel basis during the rendering process. In addition to conventional motion estimation methods, it is proposed to exploit the computer generated motion vectors to enhance the ratedistortion performance. To this end, a motion vector mapping method including disocclusion handling is presented. It is shown that mean rate savings of 3.78% can be achieved.

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ShaRPy: Shape Reconstruction and Hand Pose Estimation from RGB-D with Uncertainty

Despite their potential, markerless hand tracking technologies are not yet applied in practice to the diagnosis or monitoring of the activity in inflammatory musculoskeletal diseases. One reason is that the focus of most methods lies in the reconstruction of coarse, plausible poses, whereas in the clinical context, accurate, interpretable, and reliable results are required. Therefore, we propose ShaRPy, the first RGB-D Shape Reconstruction and hand Pose tracking system, which provides uncertainty estimates of the computed pose, e.g., when a finger is hidden or its estimate is inconsistent with the observations in the input, to guide clinical decision-making. Besides pose, ShaRPy approximates a personalized hand shape, promoting a more realistic and intuitive understanding of its digital twin. Our method requires only a light-weight setup with a single consumer-level RGB-D camera yet it is able to distinguish similar poses with only small joint angle deviations in a metrically accurate space. This is achieved by combining a data-driven dense correspondence predictor with traditional energy minimization. To bridge the gap between interactive visualization and biomedical simulation we leverage a parametric hand model in which we incorporate biomedical constraints and optimize for both, its pose and hand shape. We evaluate ShaRPy on a keypoint detection benchmark and show qualitative results of hand function assessments for activity monitoring of musculoskeletal diseases.

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CherryPicker: Semantic Skeletonization and Topological Reconstruction of Cherry Trees

In plant phenotyping, accurate trait extraction from 3D point clouds of trees is still an open problem. For automatic modeling and trait extraction of tree organs such as blossoms and fruits, the semantically segmented point cloud of a tree and the tree skeleton are necessary. Therefore, we present CherryPicker, an automatic pipeline that reconstructs photo-metric point clouds of trees, performs semantic segmentation and extracts their topological structure in form of a skeleton. Our system combines several state-of-the-art algorithms to enable automatic processing for further usage in 3D-plant phenotyping applications. Within this pipeline, we present a method to automatically estimate the scale factor of a monocular reconstruction to overcome scale ambiguity and obtain metrically correct point clouds. Furthermore, we propose a semantic skeletonization algorithm build up on Laplacian-based contraction. We also show by weighting different tree organs semantically, our approach can effectively remove artifacts induced by occlusion and structural size variations. CherryPicker obtains high-quality topology reconstructions of cherry trees with precise details.

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A Realistic Radar Ray Tracing Simulator for Hand Pose Imaging

With the increasing popularity of human-computer interaction applications, there is also growing interest in generating sufficiently large and diverse data sets for automatic radar-based recognition of hand poses and gestures. Radar simulations are a vital approach to generating training data (e.g., for machine learning). Therefore, this work applies a ray tracing method to radar imaging of the hand. The performance of the proposed simulation approach is verified by a comparison of simulation and measurement data based on an imaging radar with a high lateral resolution. In addition, the surface material model incorporated into the ray tracer is highlighted in more detail and parameterized for radar hand imaging. Measurements and simulations show a very high similarity between synthetic and real radar image captures. The presented results demonstrate that it is possible to generate very realistic simulations of radar measurement data even for complex radar hand pose imaging systems.

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Achieving Efficient and Realistic Full-Radar Simulations and Automatic Data Annotation by exploiting Ray Meta Data of a Radar Ray Tracing Simulator

In this work a novel radar simulation concept is introduced that allows to simulate realistic radar data for Range, Doppler, and for arbitrary antenna positions in an efficient way. Further, it makes it possible to automatically annotate the simulated radar signal by allowing to decompose it into different parts. This approach allows not only almost perfect annotations possible, but also allows the annotation of exotic effects, such as multi-path effects or to label signal parts originating from different parts of an object. This is possible by adapting the computation process of a Monte Carlo shooting and bouncing rays (SBR) simulator. By considering the hits of each simulated ray, various meta data can be stored such as hit position, mesh pointer, object IDs, and many more. This collected meta data can then be utilized to predict the change of path lengths introduced by object motion to obtain Doppler information or to apply specific ray filter rules in order obtain radar signals that only fulfil specific conditions, such as multiple bounces or containing specific object IDs. Using this approach, perfect and otherwise almost impossible annotations schemes can be realized.

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A Lightweight Machine Learning Pipeline for LiDAR-simulation

Virtual testing is a crucial task to ensure safety in autonomous driving, and sensor simulation is an important task in this domain. Most current LiDAR simulations are very simplistic and are mainly used to perform initial tests, while the majority of insights are gathered on the road. In this paper, we propose a lightweight approach for more realistic LiDAR simulation that learns a real sensor's behavior from test drive data and transforms this to the virtual domain. The central idea is to cast the simulation into an image-to-image translation problem. We train our pix2pix based architecture on two real world data sets, namely the popular KITTI data set and the Audi Autonomous Driving Dataset which provide both, RGB and LiDAR images. We apply this network on synthetic renderings and show that it generalizes sufficiently from real images to simulated images. This strategy enables to skip the sensor-specific, expensive and complex LiDAR physics simulation in our synthetic world and avoids oversimplification and a large domain-gap through the clean synthetic environment.

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ADOP: Approximate Differentiable One-Pixel Point Rendering

In this paper we present ADOP, a novel point-based, differentiable neural rendering pipeline. Like other neural renderers, our system takes as input calibrated camera images and a proxy geometry of the scene, in our case a point cloud. To generate a novel view, the point cloud is rasterized with learned feature vectors as colors and a deep neural network fills the remaining holes and shades each output pixel. The rasterizer renders points as one-pixel splats, which makes it very fast and allows us to compute gradients with respect to all relevant input parameters efficiently. Furthermore, our pipeline contains a fully differentiable physically-based photometric camera model, including exposure, white balance, and a camera response function. Following the idea of inverse rendering, we use our renderer to refine its input in order to reduce inconsistencies and optimize the quality of its output. In particular, we can optimize structural parameters like the camera pose, lens distortions, point positions and features, and a neural environment map, but also photometric parameters like camera response function, vignetting, and per-image exposure and white balance. Because our pipeline includes photometric parameters, e.g.~exposure and camera response function, our system can smoothly handle input images with varying exposure and white balance, and generates high-dynamic range output. We show that due to the improved input, we can achieve high render quality, also for difficult input, e.g. with imperfect camera calibrations, inaccurate proxy geometry, or varying exposure. As a result, a simpler and thus faster deep neural network is sufficient for reconstruction. In combination with the fast point rasterization, ADOP achieves real-time rendering rates even for models with well over 100M points. https://github.com/darglein/ADOP

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Face2Face: Real-time Face Capture and Reenactment of RGB Videos

We present Face2Face, a novel approach for real-time facial reenactment of a monocular target video sequence (e.g., Youtube video). The source sequence is also a monocular video stream, captured live with a commodity webcam. Our goal is to animate the facial expressions of the target video by a source actor and re-render the manipulated output video in a photo-realistic fashion. To this end, we first address the under-constrained problem of facial identity recovery from monocular video by non-rigid model-based bundling. At run time, we track facial expressions of both source and target video using a dense photometric consistency measure. Reenactment is then achieved by fast and efficient deformation transfer between source and target. The mouth interior that best matches the re-targeted expression is retrieved from the target sequence and warped to produce an accurate fit. Finally, we convincingly re-render the synthesized target face on top of the corresponding video stream such that it seamlessly blends with the real-world illumination. We demonstrate our method in a live setup, where Youtube videos are reenacted in real time.

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IGNOR: Image-guided Neural Object Rendering

We propose a learned image-guided rendering technique that combines the benefits of image-based rendering and GAN-based image synthesis. The goal of our method is to generate photo-realistic re-renderings of reconstructed objects for virtual and augmented reality applications (e.g., virtual showrooms, virtual tours \& sightseeing, the digital inspection of historical artifacts). A core component of our work is the handling of view-dependent effects. Specifically, we directly train an object-specific deep neural network to synthesize the view-dependent appearance of an object. As input data we are using an RGB video of the object. This video is used to reconstruct a proxy geometry of the object via multi-view stereo. Based on this 3D proxy, the appearance of a captured view can be warped into a new target view as in classical image-based rendering. This warping assumes diffuse surfaces, in case of view-dependent effects, such as specular highlights, it leads to artifacts. To this end, we propose EffectsNet, a deep neural network that predicts view-dependent effects. Based on these estimations, we are able to convert observed images to diffuse images. These diffuse images can be projected into other views. In the target view, our pipeline reinserts the new view-dependent effects. To composite multiple reprojected images to a final output, we learn a composition network that outputs photo-realistic results. Using this image-guided approach, the network does not have to allocate capacity on ``remembering'' object appearance, instead it learns how to combine the appearance of captured images. We demonstrate the effectiveness of our approach both qualitatively and quantitatively on synthetic as well as on real data.

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LumiPath -- Towards Real-time Physically-based Rendering on Embedded Devices

With the increasing computational power of today's workstations, real-time physically-based rendering is within reach, rapidly gaining attention across a variety of domains. These have expeditiously applied to medicine, where it is a powerful tool for intuitive 3D data visualization. Embedded devices such as optical see-through head-mounted displays (OST HMDs) have been a trend for medical augmented reality. However, leveraging the obvious benefits of physically-based rendering remains challenging on these devices because of limited computational power, memory usage, and power consumption. We navigate the compromise between device limitations and image quality to achieve reasonable rendering results by introducing a novel light field that can be sampled in real-time on embedded devices. We demonstrate its applications in medicine and discuss limitations of the proposed method. An open-source version of this project is available at https://github.com/lorafib/LumiPath which provides full insight on implementation and exemplary demonstrational material.

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NRMVS: Non-Rigid Multi-View Stereo

Scene reconstruction from unorganized RGB images is an important task in many computer vision applications. Multi-view Stereo (MVS) is a common solution in photogrammetry applications for the dense reconstruction of a static scene. 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 arbitrary, sparse, and wide-baseline views. We formulate the 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, together with a dense patch-match evaluation scheme to estimate deformation and depth with photometric consistency. We show that creating a dense 4D structure from a few RGB images with non-rigid changes is possible, and demonstrate that our method can be used to interpolate novel deformed scenes from various combinations of these deformation estimates derived from the sparse views.

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HeadOn: Real-time Reenactment of Human Portrait Videos

We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.

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FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality

We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they achieve good tracking performance the results look cartoonish and not real. In contrast to these model-based approaches, FaceVR enables VR teleconferencing using an image-based technique that results in nearly photo-realistic outputs. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-mounted display (HMD), as well as a new data-driven approach for eye tracking from monocular videos. Based on reenactment of a prerecorded stereo video of the person without the HMD, FaceVR incorporates photo-realistic re-rendering in real time, thus allowing artificial modifications of face and eye appearances. For instance, we can alter facial expressions or change gaze directions in the prerecorded target video. In a live setup, we apply these newly-introduced algorithmic components.

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