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Reinhard Klein

Publications and source records attributed to Reinhard Klein.

At least 37 records · Page 2Linked to original sources

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 $ϕ$-SfT, a state-of-the-art physics-based SfT approach.

cs.CV↗

Efficient 3D Reconstruction, Streaming and Visualization of Static and Dynamic Scene Parts for Multi-client Live-telepresence in Large-scale Environments

Despite the impressive progress of telepresence systems for room-scale scenes with static and dynamic scene entities, expanding their capabilities to scenarios with larger dynamic environments beyond a fixed size of a few square-meters remains challenging. In this paper, we aim at sharing 3D live-telepresence experiences in large-scale environments beyond room scale with both static and dynamic scene entities at practical bandwidth requirements only based on light-weight scene capture with a single moving consumer-grade RGB-D camera. To this end, we present a system which is built upon a novel hybrid volumetric scene representation in terms of the combination of a voxel-based scene representation for the static contents, that not only stores the reconstructed surface geometry but also contains information about the object semantics as well as their accumulated dynamic movement over time, and a point-cloud-based representation for dynamic scene parts, where the respective separation from static parts is achieved based on semantic and instance information extracted for the input frames. With an independent yet simultaneous streaming of both static and dynamic content, where we seamlessly integrate potentially moving but currently static scene entities in the static model until they are becoming dynamic again, as well as the fusion of static and dynamic data at the remote client, our system is able to achieve VR-based live-telepresence at close to real-time rates. Our evaluation demonstrates the potential of our novel approach in terms of visual quality, performance, and ablation studies regarding involved design choices.

cs.CV↗

TraM-NeRF: Tracing Mirror and Near-Perfect Specular Reflections through Neural Radiance Fields

Implicit representations like Neural Radiance Fields (NeRF) showed impressive results for photorealistic rendering of complex scenes with fine details. However, ideal or near-perfectly specular reflecting objects such as mirrors, which are often encountered in various indoor scenes, impose ambiguities and inconsistencies in the representation of the reconstructed scene leading to severe artifacts in the synthesized renderings. In this paper, we present a novel reflection tracing method tailored for the involved volume rendering within NeRF that takes these mirror-like objects into account while avoiding the cost of straightforward but expensive extensions through standard path tracing. By explicitly modeling the reflection behavior using physically plausible materials and estimating the reflected radiance with Monte-Carlo methods within the volume rendering formulation, we derive efficient strategies for importance sampling and the transmittance computation along rays from only few samples. We show that our novel method enables the training of consistent representations of such challenging scenes and achieves superior results in comparison to previous state-of-the-art approaches.

cs.CV↗

Neural inverse procedural modeling of knitting yarns from images

We investigate the capabilities of neural inverse procedural modeling to infer high-quality procedural yarn models with fiber-level details from single images of depicted yarn samples. While directly inferring all parameters of the underlying yarn model based on a single neural network may seem an intuitive choice, we show that the complexity of yarn structures in terms of twisting and migration characteristics of the involved fibers can be better encountered in terms of ensembles of networks that focus on individual characteristics. We analyze the effect of different loss functions including a parameter loss to penalize the deviation of inferred parameters to ground truth annotations, a reconstruction loss to enforce similar statistics of the image generated for the estimated parameters in comparison to training images as well as an additional regularization term to explicitly penalize deviations between latent codes of synthetic images and the average latent code of real images in the latent space of the encoder. We demonstrate that the combination of a carefully designed parametric, procedural yarn model with respective network ensembles as well as loss functions even allows robust parameter inference when solely trained on synthetic data. Since our approach relies on the availability of a yarn database with parameter annotations and we are not aware of such a respectively available dataset, we additionally provide, to the best of our knowledge, the first dataset of yarn images with annotations regarding the respective yarn parameters. For this purpose, we use a novel yarn generator that improves the realism of the produced results over previous approaches.

cs.CV↗

BoundED: Neural Boundary and Edge Detection in 3D Point Clouds via Local Neighborhood Statistics

Extracting high-level structural information from 3D point clouds is challenging but essential for tasks like urban planning or autonomous driving requiring an advanced understanding of the scene at hand. Existing approaches are still not able to produce high-quality results consistently while being fast enough to be deployed in scenarios requiring interactivity. We propose to utilize a novel set of features describing the local neighborhood on a per-point basis via first and second order statistics as input for a simple and compact classification network to distinguish between non-edge, sharp-edge, and boundary points in the given data. Leveraging this feature embedding enables our algorithm to outperform the state-of-the-art techniques in terms of quality and processing time.

cs.CV↗

Canonical convolutional neural networks

We introduce canonical weight normalization for convolutional neural networks. Inspired by the canonical tensor decomposition, we express the weight tensors in so-called canonical networks as scaled sums of outer vector products. In particular, we train network weights in the decomposed form, where scale weights are optimized separately for each mode. Additionally, similarly to weight normalization, we include a global scaling parameter. We study the initialization of the canonical form by running the power method and by drawing randomly from Gaussian or uniform distributions. Our results indicate that we can replace the power method with cheaper initializations drawn from standard distributions. The canonical re-parametrization leads to competitive normalization performance on the MNIST, CIFAR10, and SVHN data sets. Moreover, the formulation simplifies network compression. Once training has converged, the canonical form allows convenient model-compression by truncating the parameter sums.

cs.LG↗

Spline-PINN: Approaching PDEs without Data using Fast, Physics-Informed Hermite-Spline CNNs

Partial Differential Equations (PDEs) are notoriously difficult to solve. In general, closed-form solutions are not available and numerical approximation schemes are computationally expensive. In this paper, we propose to approach the solution of PDEs based on a novel technique that combines the advantages of two recently emerging machine learning based approaches. First, physics-informed neural networks (PINNs) learn continuous solutions of PDEs and can be trained with little to no ground truth data. However, PINNs do not generalize well to unseen domains. Second, convolutional neural networks provide fast inference and generalize but either require large amounts of training data or a physics-constrained loss based on finite differences that can lead to inaccuracies and discretization artifacts. We leverage the advantages of both of these approaches by using Hermite spline kernels in order to continuously interpolate a grid-based state representation that can be handled by a CNN. This allows for training without any precomputed training data using a physics-informed loss function only and provides fast, continuous solutions that generalize to unseen domains. We demonstrate the potential of our method at the examples of the incompressible Navier-Stokes equation and the damped wave equation. Our models are able to learn several intriguing phenomena such as Karman vortex streets, the Magnus effect, Doppler effect, interference patterns and wave reflections. Our quantitative assessment and an interactive real-time demo show that we are narrowing the gap in accuracy of unsupervised ML based methods to industrial CFD solvers while being orders of magnitude faster.

cs.LG↗

Teaching the Incompressible Navier-Stokes Equations to Fast Neural Surrogate Models in 3D

Physically plausible fluid simulations play an important role in modern computer graphics and engineering. However, in order to achieve real-time performance, computational speed needs to be traded-off with physical accuracy. Surrogate fluid models based on neural networks have the potential to achieve both, fast fluid simulations and high physical accuracy. However, these approaches rely on massive amounts of training data, require complex pipelines for training and inference or do not generalize to new fluid domains. In this work, we present significant extensions to a recently proposed deep learning framework, which addresses the aforementioned challenges in 2D. We go from 2D to 3D and propose an efficient architecture to cope with the high demands of 3D grids in terms of memory and computational complexity. Furthermore, we condition the neural fluid model on additional information about the fluid's viscosity and density which allows simulating laminar as well as turbulent flows based on the same surrogate model. Our method allows to train fluid models without requiring fluid simulation data beforehand. Inference is fast and simple, as the fluid model directly maps a fluid state and boundary conditions at a moment t to a subsequent fluid state at t+dt. We obtain real-time fluid simulations on a 128x64x64 grid that include various fluid phenomena such as the Magnus effect or Karman vortex streets and generalize to domain geometries not considered during training. Our method indicates strong improvements in terms of accuracy, speed and generalization capabilities over current 3D NN-based fluid models.

physics.flu-dyn↗

Learning Incompressible Fluid Dynamics from Scratch -- Towards Fast, Differentiable Fluid Models that Generalize

Fast and stable fluid simulations are an essential prerequisite for applications ranging from computer-generated imagery to computer-aided design in research and development. However, solving the partial differential equations of incompressible fluids is a challenging task and traditional numerical approximation schemes come at high computational costs. Recent deep learning based approaches promise vast speed-ups but do not generalize to new fluid domains, require fluid simulation data for training, or rely on complex pipelines that outsource major parts of the fluid simulation to traditional methods. In this work, we propose a novel physics-constrained training approach that generalizes to new fluid domains, requires no fluid simulation data, and allows convolutional neural networks to map a fluid state from time-point t to a subsequent state at time t + dt in a single forward pass. This simplifies the pipeline to train and evaluate neural fluid models. After training, the framework yields models that are capable of fast fluid simulations and can handle various fluid phenomena including the Magnus effect and Karman vortex streets. We present an interactive real-time demo to show the speed and generalization capabilities of our trained models. Moreover, the trained neural networks are efficient differentiable fluid solvers as they offer a differentiable update step to advance the fluid simulation in time. We exploit this fact in a proof-of-concept optimal control experiment. Our models significantly outperform a recent differentiable fluid solver in terms of computational speed and accuracy.

cs.LG↗

Towards Tangible Cultural Heritage Experiences -- Enriching VR-Based Object Inspection with Haptic Feedback

VR/AR technology is a key enabler for new ways of immersively experiencing cultural heritage artifacts based on their virtual counterparts obtained from a digitization process. In this paper, we focus on enriching VR-based object inspection by additional haptic feedback, thereby creating tangible cultural heritage experiences. For this purpose, we present an approach for interactive and collaborative VR-based object inspection and annotation. Our system supports high-quality 3D models with accurate reflectance characteristics while additionally providing haptic feedback regarding the object shape features based on a 3D printed replica. The digital object model in terms of a printable representation of the geometry as well as reflectance characteristics are stored in a compact and streamable representation on a central server, which streams the data to remotely connected users/clients. The latter can jointly perform an interactive inspection of the object in VR with additional haptic feedback through the 3D printed replica. Evaluations regarding system performance, visual quality of the considered models as well as insights from a user study indicate an improved interaction, assessment and experience of the considered objects.

cs.HC↗

A VR System for Immersive Teleoperation and Live Exploration with a Mobile Robot

Applications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation experience. However, standard video-based approaches suffer from a limited degree of immersion and situation awareness due to the restriction to the camera view, which impacts the navigation. In this paper, we present a novel VR-based practical system for immersive robot teleoperation and scene exploration. While being operated through the scene, a robot captures RGB-D data that is streamed to a SLAM-based live multi-client telepresence system. Here, a global 3D model of the already captured scene parts is reconstructed and streamed to the individual remote user clients where the rendering for e.g. head-mounted display devices (HMDs) is performed. We introduce a novel lightweight robot client component which transmits robot-specific data and enables a quick integration into existing robotic systems. This way, in contrast to first-person exploration systems, the operators can explore and navigate in the remote site completely independent of the current position and view of the capturing robot, complementing traditional input devices for teleoperation. We provide a proof-of-concept implementation and demonstrate the capabilities as well as the performance of our system regarding interactive object measurements and bandwidth-efficient data streaming and visualization. Furthermore, we show its benefits over purely video-based teleoperation in a user study revealing a higher degree of situation awareness and a more precise navigation in challenging environments.

cs.HC↗

Efficient 3D Reconstruction and Streaming for Group-Scale Multi-Client Live Telepresence

Sharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of on-the-fly scene capture, data transmission and visualization, these systems are restricted to the immersion of single or up to a low number of users into the respective scenarios. In this paper, we direct our attention on immersing significantly larger groups of people into live-captured scenes as required in education, entertainment or collaboration scenarios. For this purpose, rather than abandoning previous approaches, we present a range of optimizations of the involved reconstruction and streaming components that allow the immersion of a group of more than 24 users within the same scene - which is about a factor of 6 higher than in previous work - without introducing further latency or changing the involved consumer hardware setup. We demonstrate that our optimized system is capable of generating high-quality scene reconstructions as well as providing an immersive viewing experience to a large group of people within these live-captured scenes.

cs.HC↗

Orthogonal Wasserstein GANs

Wasserstein-GANs have been introduced to address the deficiencies of generative adversarial networks (GANs) regarding the problems of vanishing gradients and mode collapse during the training, leading to improved convergence behaviour and improved image quality. However, Wasserstein-GANs require the discriminator to be Lipschitz continuous. In current state-of-the-art Wasserstein-GANs this constraint is enforced via gradient norm regularization. In this paper, we demonstrate that this regularization does not encourage a broad distribution of spectral-values in the discriminator weights, hence resulting in less fidelity in the learned distribution. We therefore investigate the possibility of substituting this Lipschitz constraint with an orthogonality constraint on the weight matrices. We compare three different weight orthogonalization techniques with regards to their convergence properties, their ability to ensure the Lipschitz condition and the achieved quality of the learned distribution. In addition, we provide a comparison to Wasserstein-GANs trained with current state-of-the-art methods, where we demonstrate the potential of solely using orthogonality-based regularization. In this context, we propose an improved training procedure for Wasserstein-GANs which utilizes orthogonalization to further increase its generalization capability. Finally, we provide a novel metric to evaluate the generalization capabilities of the discriminators of different Wasserstein-GANs.

cs.LG↗

Bonn Activity Maps: Dataset Description

The key prerequisite for accessing the huge potential of current machine learning techniques is the availability of large databases that capture the complex relations of interest. Previous datasets are focused on either 3D scene representations with semantic information, tracking of multiple persons and recognition of their actions, or activity recognition of a single person in captured 3D environments. We present Bonn Activity Maps, a large-scale dataset for human tracking, activity recognition and anticipation of multiple persons. Our dataset comprises four different scenes that have been recorded by time-synchronized cameras each only capturing the scene partially, the reconstructed 3D models with semantic annotations, motion trajectories for individual people including 3D human poses as well as human activity annotations. We utilize the annotations to generate activity likelihoods on the 3D models called activity maps.

cs.CV↗

Automatic reconstruction of fully volumetric 3D building models from point clouds

We present a novel method for reconstructing parametric, volumetric, multi-story building models from unstructured, unfiltered indoor point clouds by means of solving an integer linear optimization problem. Our approach overcomes limitations of previous methods in several ways: First, we drop assumptions about the input data such as the availability of separate scans as an initial room segmentation. Instead, a fully automatic room segmentation and outlier removal is performed on the unstructured point clouds. Second, restricting the solution space of our optimization approach to arrangements of volumetric wall entities representing the structure of a building enforces a consistent model of volumetric, interconnected walls fitted to the observed data instead of unconnected, paper-thin surfaces. Third, we formulate the optimization as an integer linear programming problem which allows for an exact solution instead of the approximations achieved with most previous techniques. Lastly, our optimization approach is designed to incorporate hard constraints which were difficult or even impossible to integrate before. We evaluate and demonstrate the capabilities of our proposed approach on a variety of complex real-world point clouds.

cs.GR↗

SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live Telepresence

Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR/AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by overcoming internal dependencies and introducing, to the best of our knowledge, the first thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90% reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages.

cs.HC↗

Automatic normal orientation in point clouds of building interiors

Orienting surface normals correctly and consistently is a fundamental problem in geometry processing. Applications such as visualization, feature detection, and geometry reconstruction often rely on the availability of correctly oriented normals. Many existing approaches for automatic orientation of normals on meshes or point clouds make severe assumptions on the input data or the topology of the underlying object which are not applicable to real-world measurements of urban scenes. In contrast, our approach is specifically tailored to the challenging case of unstructured indoor point cloud scans of multi-story, multi-room buildings. We evaluate the correctness and speed of our approach on multiple real-world point cloud datasets.

cs.GR↗

A Two-Streamed Network for Estimating Fine-Scaled Depth Maps from Single RGB Images

Estimating depth from a single RGB image is an ill-posed and inherently ambiguous problem. State-of-the-art deep learning methods can now estimate accurate 2D depth maps, but when the maps are projected into 3D, they lack local detail and are often highly distorted. We propose a fast-to-train two-streamed CNN that predicts depth and depth gradients, which are then fused together into an accurate and detailed depth map. We also define a novel set loss over multiple images; by regularizing the estimation between a common set of images, the network is less prone to over-fitting and achieves better accuracy than competing methods. Experiments on the NYU Depth v2 dataset shows that our depth predictions are competitive with state-of-the-art and lead to faithful 3D projections.

cs.CV↗