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Reinhard Klein

Publications and source records attributed to Reinhard Klein.

At least 19 recordsLinked to original sources

Adaptive Fluid Cohomology on Surfaces

Simulating inviscid, incompressible fluids on non-simply-connected curved surfaces requires careful treatment of the flow's local and global behavior. While recent theoretical advancements have established the critical dynamics of the harmonic component in such flows, practical applications remain computationally restricted by a lack of spatial and temporal adaptivity. Furthermore, simulations on poor-quality meshes often lead to numerical instability and a failure to preserve the flow's underlying harmonic component when using naive interpolation methods. In this paper, we introduce Adaptive Fluid Cohomology, a framework that integrates dynamic spatial and temporal refinement into the simulation of the Euler equations. We leverage a posteriori error estimation to adjust spatial resolution on the fly, alongside a standard Dormand-Prince 5(4) time-stepping scheme for temporal accuracy. To ensure stability during mesh mutations, we develop a novel method that robustly transfers the harmonic basis during remeshing. While our experimental evaluation focuses on 2D surface flows, the underlying theoretical formulation is presented to capture the 3D setting as well. Our evaluation demonstrates that this adaptive approach accurately recreates the dynamics of high-resolution simulations while reducing the memory footprint by up to 86% and maintaining numerical stability even on poor-quality triangulations where static methods fail.

cs.GR

PiG-Avatar: Hierarchical Neural-Field-Guided Gaussian Avatars

Existing Gaussian avatar methods typically parameterize geometry on a body-template surface, which entangles the avatar's representation space with the template's deformation space and limits the capture of layered, off-body, and non-rigid clothing geometry. We present PiG-Avatar, which addresses this limitation by using the parametric body model solely for kinematic transport, while representing the avatar as Gaussians anchored in a volumetric canonical space governed by a continuous neural field. This decouples representation from template topology, avoiding the geometric constraints of surface-based parameterizations. Kinematic coherence is maintained through 3D barycentric anchor transport, which guides motion without constraining geometry and allows anchors to deviate freely from the template surface, yielding dense, stable temporal surface correspondences by construction. To make this unconstrained formulation tractable, we introduce dual-level spatially coherent optimization, combining Sobolev-preconditioned neural-field updates with a novel KNN-based preconditioning of canonical anchor geometry. Together, these mechanisms induce an emergent self-organization of anchor density: anchors migrate toward regions of high curvature, appearance variation, and non-coherent motion without explicit heuristics. As a result, complex clothing geometry and layered surfaces emerge as natural, high-fidelity outputs. This single representation further supports hierarchical reconstruction across multiple levels of detail, with coarse-level supervision propagating to finer levels through the shared field and coupled anchor graph. On established benchmarks featuring subjects with complex clothing and challenging non-rigid motion, PiG-Avatar achieves state-of-the-art rendering quality, generalizes robustly to imperfect body model initialization, and renders in real time across all detail levels.

cs.GR

RHINO-AR: An Augmented Reality Exhibit for Teaching Mobile Robotics Concepts in Museums

We present RHINO-AR, an interactive Augmented Reality (AR) museum exhibit that reintroduces the historical mobile robot RHINO into its original exhibition environment at the Deutsches Museum Bonn. The system builds on our previous work RHINO-VR, which reconstructed the robot and the environment in virtual reality. Although this created an engaging experience, it also revealed an important limitation, because visitors were separated from the real exhibition space and from the physical robot on display. RHINO-AR addresses this reality gap by placing a virtual reconstruction of the robot directly into the real museum space. Implemented on a Magic Leap~2 headset using Unity, our system combines real-time environment meshing with interactive visualizations of LiDAR sensing, traversability, and path planning to make otherwise invisible robotics processes understandable to non-expert visitors. We evaluated RHINO-AR in a two-day museum study with 22 participants, assessing usability, technical performance, satisfaction, conceptual understanding, and preference comparison to RHINO-VR. The results show that RHINO-AR was well received, effectively conveyed key navigation concepts, and generally preferred over the VR exhibit due to its stronger physical grounding and increased realism.

cs.RO

Transformer-Based Inpainting for Real-Time 3D Streaming in Sparse Multi-Camera Setups

High-quality 3D streaming from multiple cameras is crucial for immersive experiences in many AR/VR applications. The limited number of views - often due to real-time constraints - leads to missing information and incomplete surfaces in the rendered images. Existing approaches typically rely on simple heuristics for the hole filling, which can result in inconsistencies or visual artifacts. We propose to complete the missing textures using a novel, application-targeted inpainting method independent of the underlying representation as an image-based post-processing step after the novel view rendering. The method is designed as a standalone module compatible with any calibrated multi-camera system. For this we introduce a multi-view aware, transformer-based network architecture using spatio-temporal embeddings to ensure consistency across frames while preserving fine details. Additionally, our resolution-independent design allows adaptation to different camera setups, while an adaptive patch selection strategy balances inference speed and quality, allowing real-time performance. We evaluate our approach against state-of-the-art inpainting techniques under the same real-time constraints and demonstrate that our model achieves the best trade-off between quality and speed, outperforming competitors in both image and video-based metrics.

cs.CV

Neu-PiG: Neural Preconditioned Grids for Fast Dynamic Surface Reconstruction on Long Sequences

Temporally consistent surface reconstruction of dynamic 3D objects from unstructured point cloud data remains challenging, especially for very long sequences. Existing methods either optimize deformations incrementally, risking drift and requiring long runtimes, or rely on complex learned models that demand category-specific training. We present Neu-PiG, a fast deformation optimization method based on a novel preconditioned latent-grid encoding that distributes spatial features parameterized on the position and normal direction of a keyframe surface. Our method encodes entire deformations across all time steps at various spatial scales into a multi-resolution latent grid, parameterized by the position and normal direction of a reference surface from a single keyframe. This latent representation is then augmented for time modulation and decoded into per-frame 6-DoF deformations via a lightweight multilayer perceptron (MLP). To achieve high-fidelity, drift-free surface reconstructions in seconds, we employ Sobolev preconditioning during gradient-based training of the latent space, completely avoiding the need for any explicit correspondences or further priors. Experiments across diverse human and animal datasets demonstrate that Neu-PiG outperforms state-the-art approaches, offering both superior accuracy and scalability to long sequences while running at least 60x faster than existing training-free methods and achieving inference speeds on the same order as heavy pretrained models.

cs.CV

Moment-Based 3D Gaussian Splatting: Resolving Volumetric Occlusion with Order-Independent Transmittance

The recent success of 3D Gaussian Splatting (3DGS) has reshaped novel view synthesis by enabling fast optimization and real-time rendering of high-quality radiance fields. However, it relies on simplified, order-dependent alpha blending and coarse approximations of the density integral within the rasterizer, thereby limiting its ability to render complex, overlapping semi-transparent objects. In this paper, we extend rasterization-based rendering of 3D Gaussian representations with a novel method for high-fidelity transmittance computation, entirely avoiding the need for ray tracing or per-pixel sample sorting. Building on prior work in moment-based order-independent transparency, our key idea is to characterize the density distribution along each camera ray with a compact and continuous representation based on statistical moments. To this end, we analytically derive and compute a set of per-pixel moments from all contributing 3D Gaussians. From these moments, a continuous transmittance function is reconstructed for each ray, which is then independently sampled within each Gaussian. As a result, our method bridges the gap between rasterization and physical accuracy by modeling light attenuation in complex translucent media, significantly improving overall reconstruction and rendering quality.

cs.CV

Preconditioned Deformation Grids

Dynamic surface reconstruction of objects from point cloud sequences is a challenging field in computer graphics. Existing approaches either require multiple regularization terms or extensive training data which, however, lead to compromises in reconstruction accuracy as well as over-smoothing or poor generalization to unseen objects and motions. To address these lim- itations, we introduce Preconditioned Deformation Grids, a novel technique for estimating coherent deformation fields directly from unstructured point cloud sequences without requiring or forming explicit correspondences. Key to our approach is the use of multi-resolution voxel grids that capture the overall motion at varying spatial scales, enabling a more flexible deformation representation. In conjunction with incorporating grid-based Sobolev preconditioning into gradient-based optimization, we show that applying a Chamfer loss between the input point clouds as well as to an evolving template mesh is sufficient to obtain accurate deformations. To ensure temporal consistency along the object surface, we include a weak isometry loss on mesh edges which complements the main objective without constraining deformation fidelity. Extensive evaluations demonstrate that our method achieves superior results, particularly for long sequences, compared to state-of-the-art techniques.

cs.CV

SAFT: Shape and Appearance of Fabrics from Template via Differentiable Physical Simulations from Monocular Video

The reconstruction of three-dimensional dynamic scenes is a well-established yet challenging task within the domain of computer vision. In this paper, we propose a novel approach that combines the domains of 3D geometry reconstruction and appearance estimation for physically based rendering and present a system that is able to perform both tasks for fabrics, utilizing only a single monocular RGB video sequence as input. In order to obtain realistic and high-quality deformations and renderings, a physical simulation of the cloth geometry and differentiable rendering are employed. In this paper, we introduce two novel regularization terms for the 3D reconstruction task that improve the plausibility of the reconstruction by addressing the depth ambiguity problem in monocular video. In comparison with the most recent methods in the field, we have reduced the error in the 3D reconstruction by a factor of 2.64 while requiring a medium runtime of 30 min per scene. Furthermore, the optimized motion achieves sufficient quality to perform an appearance estimation of the deforming object, recovering sharp details from this single monocular RGB video.

cs.CV

Capture Stage Matting: Challenges, Approaches, and Solutions for Offline and Real-Time Processing

Capture stages are high-end sources of state-of-the-art recordings for downstream applications in movies, games, and other media. One crucial step in almost all pipelines is matting, i.e., separating captured performances from the background. While common matting algorithms deliver remarkable performance in other applications like teleconferencing and mobile entertainment, we found that they struggle significantly with the peculiarities of capture stage content. The goal of our work is to share insights into those challenges as a curated list of these characteristics along with a constructive discussion for proactive intervention and present a guideline to practitioners for an improved workflow to mitigate unresolved challenges. To this end, we also demonstrate an efficient pipeline to adapt state-of-the-art approaches to such custom setups without the need for extensive annotations, both offline and real-time. For an objective evaluation, we introduce a validation methodology using a state-of-the-art diffusion model to demonstrate the benefits of our approach.

cs.GR

Real-time Image-based Lighting of Glints

Image-based lighting is a widely used technique to reproduce shading under real-world lighting conditions, especially in real-time rendering applications. A particularly challenging scenario involves materials exhibiting a sparkling or glittering appearance, caused by discrete microfacets scattered across their surface. In this paper, we propose an efficient approximation for image-based lighting of glints, enabling fully dynamic material properties and environment maps. Our novel approach is grounded in real-time glint rendering under area light illumination and employs standard environment map filtering techniques. Crucially, our environment map filtering process is sufficiently fast to be executed on a per-frame basis. Our method assumes that the environment map is partitioned into few homogeneous regions of constant radiance. By filtering the corresponding indicator functions with the normal distribution function, we obtain the probabilities for individual microfacets to reflect light from each region. During shading, these probabilities are utilized to hierarchically sample a multinomial distribution, facilitated by our novel dual-gated Gaussian approximation of binomial distributions. We validate that our real-time approximation is close to ground-truth renderings for a range of material properties and lighting conditions, and demonstrate robust and stable performance, with little overhead over rendering glints from a single directional light. Compared to rendering smooth materials without glints, our approach requires twice as much memory to store the prefiltered environment map.

cs.GR

PyEvalAI: AI-assisted evaluation of Jupyter Notebooks for immediate personalized feedback

Grading student assignments in STEM courses is a laborious and repetitive task for tutors, often requiring a week to assess an entire class. For students, this delay of feedback prevents iterating on incorrect solutions, hampers learning, and increases stress when exercise scores determine admission to the final exam. Recent advances in AI-assisted education, such as automated grading and tutoring systems, aim to address these challenges by providing immediate feedback and reducing grading workload. However, existing solutions often fall short due to privacy concerns, reliance on proprietary closed-source models, lack of support for combining Markdown, LaTeX and Python code, or excluding course tutors from the grading process. To overcome these limitations, we introduce PyEvalAI, an AI-assisted evaluation system, which automatically scores Jupyter notebooks using a combination of unit tests and a locally hosted language model to preserve privacy. Our approach is free, open-source, and ensures tutors maintain full control over the grading process. A case study demonstrates its effectiveness in improving feedback speed and grading efficiency for exercises in a university-level course on numerics.

cs.AI

ROSA: Reconstructing Object Shape and Appearance Textures by Adaptive Detail Transfer

Reconstructing an object's shape and appearance in terms of a mesh textured by a spatially-varying bidirectional reflectance distribution function (SVBRDF) from a limited set of images captured under collocated light is an ill-posed problem. Previous state-of-the-art approaches either aim to reconstruct the appearance directly on the geometry or additionally use texture normals as part of the appearance features. However, this requires detailed but inefficiently large meshes, that would have to be simplified in a post-processing step, or suffers from well-known limitations of normal maps such as missing shadows or incorrect silhouettes. Another limiting factor is the fixed and typically low resolution of the texture estimation resulting in loss of important surface details. To overcome these problems, we present ROSA, an inverse rendering method that directly optimizes mesh geometry with spatially adaptive mesh resolution solely based on the image data. In particular, we refine the mesh and locally condition the surface smoothness based on the estimated normal texture and mesh curvature. In addition, we enable the reconstruction of fine appearance details in high-resolution textures through a pioneering tile-based method that operates on a single pre-trained decoder network but is not limited by the network output resolution.

cs.CV

NeRFs are Mirror Detectors: Using Structural Similarity for Multi-View Mirror Scene Reconstruction with 3D Surface Primitives

While neural radiance fields (NeRF) led to a breakthrough in photorealistic novel view synthesis, handling mirroring surfaces still denotes a particular challenge as they introduce severe inconsistencies in the scene representation. Previous attempts either focus on reconstructing single reflective objects or rely on strong supervision guidance in terms of additional user-provided annotations of visible image regions of the mirrors, thereby limiting the practical usability. In contrast, in this paper, we present NeRF-MD, a method which shows that NeRFs can be considered as mirror detectors and which is capable of reconstructing neural radiance fields of scenes containing mirroring surfaces without the need for prior annotations. To this end, we first compute an initial estimate of the scene geometry by training a standard NeRF using a depth reprojection loss. Our key insight lies in the fact that parts of the scene corresponding to a mirroring surface will still exhibit a significant photometric inconsistency, whereas the remaining parts are already reconstructed in a plausible manner. This allows us to detect mirror surfaces by fitting geometric primitives to such inconsistent regions in this initial stage of the training. Using this information, we then jointly optimize the radiance field and mirror geometry in a second training stage to refine their quality. We demonstrate the capability of our method to allow the faithful detection of mirrors in the scene as well as the reconstruction of a single consistent scene representation, and demonstrate its potential in comparison to baseline and mirror-aware approaches.

cs.CV

Metamizer: a versatile neural optimizer for fast and accurate physics simulations

Efficient physics simulations are essential for numerous applications, ranging from realistic cloth animations or smoke effects in video games, to analyzing pollutant dispersion in environmental sciences, to calculating vehicle drag coefficients in engineering applications. Unfortunately, analytical solutions to the underlying physical equations are rarely available, and numerical solutions require high computational resources. Latest developments in the field of physics-based Deep Learning have led to promising efficiency improvements but still suffer from limited generalization capabilities and low accuracy compared to numerical solvers. In this work, we introduce Metamizer, a novel neural optimizer that iteratively solves a wide range of physical systems with high accuracy by minimizing a physics-based loss function. To this end, our approach leverages a scale-invariant architecture that enhances gradient descent updates to accelerate convergence. Since the neural network itself acts as an optimizer, training this neural optimizer falls into the category of meta-optimization approaches. We demonstrate that Metamizer achieves unprecedented accuracy for deep learning based approaches - sometimes approaching machine precision - across multiple PDEs after training on the Laplace, advection-diffusion and incompressible Navier-Stokes equation as well as on cloth simulations. Remarkably, the model also generalizes to PDEs that were not covered during training such as the Poisson, wave and Burgers equation. Our results suggest that Metamizer could have a profound impact on future numerical solvers, paving the way for fast and accurate neural physics simulations without the need for retraining.

physics.comp-ph

Real-Time Rendering of Glints in the Presence of Area Lights

Many real-world materials are characterized by a glittery appearance. Reproducing this effect in physically based renderings is a challenging problem due to its discrete nature, especially in real-time applications which require a consistently low runtime. Recent work focuses on glittery appearance illuminated by infinitesimally small light sources only. For light sources like the sun this approximation is a reasonable choice. In the real world however, all light sources are fundamentally area light sources. In this paper, we derive an efficient method for rendering glints illuminated by spatially constant diffuse area lights in real time. To this end, we require an adequate estimate for the probability of a single microfacet to be correctly oriented for reflection from the source to the observer. A good estimate is achieved either using linearly transformed cosines (LTC) for large light sources, or a locally constant approximation of the normal distribution for small spherical caps of light directions. To compute the resulting number of reflecting microfacets, we employ a counting model based on the binomial distribution. In the evaluation, we demonstrate the visual accuracy of our approach, which is easily integrated into existing real-time rendering frameworks, especially if they already implement shading for area lights using LTCs and a counting model for glint shading under point and directional illumination. Besides the overhead of the preexisting constituents, our method adds little to no additional overhead.

cs.GR

RHINO-VR Experience: Teaching Mobile Robotics Concepts in an Interactive Museum Exhibit

In 1997, the very first tour guide robot RHINO was deployed in a museum in Germany. With the ability to navigate autonomously through the environment, the robot gave tours to over 2,000 visitors. Today, RHINO itself has become an exhibit and is no longer operational. In this paper, we present RHINO-VR, an interactive museum exhibit using virtual reality (VR) that allows museum visitors to experience the historical robot RHINO in operation in a virtual museum. RHINO-VR, unlike static exhibits, enables users to familiarize themselves with basic mobile robotics concepts without the fear of damaging the exhibit. In the virtual environment, the user is able to interact with RHINO in VR by pointing to a location to which the robot should navigate and observing the corresponding actions of the robot. To include other visitors who cannot use the VR, we provide an external observation view to make RHINO visible to them. We evaluated our system by measuring the frame rate of the VR simulation, comparing the generated virtual 3D models with the originals, and conducting a user study. The user-study showed that RHINO-VR improved the visitors' understanding of the robot's functionality and that they would recommend experiencing the VR exhibit to others.

cs.RO

Physics-guided Shape-from-Template: Monocular Video Perception through Neural Surrogate Models

3D reconstruction of dynamic scenes is a long-standing problem in computer graphics and increasingly difficult the less information is available. Shape-from-Template (SfT) methods aim to reconstruct a template-based geometry from RGB images or video sequences, often leveraging just a single monocular camera without depth information, such as regular smartphone recordings. Unfortunately, existing reconstruction methods are either unphysical and noisy or slow in optimization. To solve this problem, we propose a novel SfT reconstruction algorithm for cloth using a pre-trained neural surrogate model that is fast to evaluate, stable, and produces smooth reconstructions due to a regularizing physics simulation. Differentiable rendering of the simulated mesh enables pixel-wise comparisons between the reconstruction and a target video sequence that can be used for a gradient-based optimization procedure to extract not only shape information but also physical parameters such as stretching, shearing, or bending stiffness of the cloth. This allows to retain a precise, stable, and smooth reconstructed geometry while reducing the runtime by a factor of 400-500 compared to $\phi$-SfT, a state-of-the-art physics-based SfT approach.

cs.CV

FPO++: Efficient Encoding and Rendering of Dynamic Neural Radiance Fields by Analyzing and Enhancing Fourier PlenOctrees

Fourier PlenOctrees have shown to be an efficient representation for real-time rendering of dynamic Neural Radiance Fields (NeRF). Despite its many advantages, this method suffers from artifacts introduced by the involved compression when combining it with recent state-of-the-art techniques for training the static per-frame NeRF models. In this paper, we perform an in-depth analysis of these artifacts and leverage the resulting insights to propose an improved representation. In particular, we present a novel density encoding that adapts the Fourier-based compression to the characteristics of the transfer function used by the underlying volume rendering procedure and leads to a substantial reduction of artifacts in the dynamic model. Furthermore, we show an augmentation of the training data that relaxes the periodicity assumption of the compression. We demonstrate the effectiveness of our enhanced Fourier PlenOctrees in the scope of quantitative and qualitative evaluations on synthetic and real-world scenes.

cs.CV