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Dive into the research topics where Alexander Hornung is active.

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Featured researches published by Alexander Hornung.


ACM Transactions on Graphics | 2007

Character animation from 2D pictures and 3D motion data

Alexander Hornung; Ellen Dekkers; Leif Kobbelt

This article presents a new method to animate photos of 2D characters using 3D motion capture data. Given a single image of a person or essentially human-like subject, our method transfers the motion of a 3D skeleton onto the subjects 2D shape in image space, generating the impression of a realistic movement. We present robust solutions to reconstruct a projective camera model and a 3D model pose which matches best to the given 2D image. Depending on the reconstructed view, a 2D shape template is selected which enables the proper handling of occlusions. After fitting the template to the character in the input image, it is deformed as-rigid-as-possible by taking the projected 3D motion data into account. Unlike previous work, our method thereby correctly handles projective shape distortion. It works for images from arbitrary views and requires only a small amount of user interaction. We present animations of a diverse set of human (and nonhuman) characters with different types of motions, such as walking, jumping, or dancing.


symposium on geometry processing | 2006

Robust reconstruction of watertight 3D models from non-uniformly sampled point clouds without normal information

Alexander Hornung; Leif Kobbelt

We present a new volumetric method for reconstructing watertight triangle meshes from arbitrary, unoriented point clouds. While previous techniques usually reconstruct surfaces as the zero level-set of a signed distance function, our method uses an unsigned distance function and hence does not require any information about the local surface orientation. Our algorithm estimates local surface confidence values within a dilated crust around the input samples. The surface which maximizes the global confidence is then extracted by computing the minimum cut of a weighted spatial graph structure. We present an algorithm, which efficiently converts this cut into a closed, manifold triangle mesh with a minimal number of vertices. The use of an unsigned distance function avoids the topological noise artifacts caused by misalignment of 3D scans, which are common to most volumetric reconstruction techniques. Due to a hierarchical approach our method efficiently produces solid models of low genus even for noisy and highly irregular data containing large holes, without loosing fine details in densely sampled regions. We show several examples for different application settings such as model generation from raw laser-scanned data, image-based 3D reconstruction, and mesh repair.


eurographics | 2005

High-quality surface splatting on today's GPUs

Mario Botsch; Alexander Hornung; Matthias Zwicker; Leif Kobbelt

Point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes, because of their conceptual simplicity and superior flexibility. Elliptical surface splats were shown to allow for high-quality anti-aliased rendering by sophisticated EWA filtering. Since the publication of the original software-based EWA splatting, several authors tried to map this technique to the GPU in order to exploit hardware acceleration. Due to the lacking support for splat primitives, these methods always have to find a trade-off between rendering quality and rendering performance. In this paper, we discuss the capabilities of todays GPUs for hardware-accelerated surface splatting. We present an approach that achieves a quality comparable to the original EWA splatting at a rate of more than 20M elliptical splats per second. In contrast to previous GPU renderers, our method provides per-pixel Phong shading even for dynamically changing geometries and high-quality anti-aliasing by employing a screen-space pre-filter in addition to the object-space reconstruction filter. The use of deferred shading techniques effectively avoids unnecessary shader computations and additionally provides a clear separation between the rasterization and the shading of elliptical splats, which considerably simplifies the development of custom shaders. We demonstrate quality, efficiency, and flexibility of our approach by showing several shaders on a range of models.


computer vision and pattern recognition | 2006

Hierarchical Volumetric Multi-view Stereo Reconstruction of Manifold Surfaces based on Dual Graph Embedding

Alexander Hornung; Leif Kobbelt

This paper presents a new volumetric stereo algorithm to reconstruct the 3D shape of an arbitrary object. Our method is based on finding the minimum cut in an octahedral graph structure embedded into the volumetric grid, which establishes a well defined relationship between the integrated photo-consistency function of a region in space and the corresponding edge weights of the embedded graph. This new graph structure allows for a highly efficient hierarchical implementation supporting high volumetric resolutions and large numbers of input images. Furthermore we will show how the resulting cut surface can be directly converted into a consistent, closed and manifold mesh. Hence this work provides a complete multi-view stereo reconstruction pipeline. We demonstrate the robustness and efficiency of our technique by a number of high quality reconstructions of real objects.


ieee virtual reality conference | 2005

Self-calibrating optical motion tracking for articulated bodies

Alexander Hornung; Sandip Sar-Dessai; Leif Kobbelt

Building intuitive user-interfaces for virtual reality applications is a difficult task, as one of the main purposes is to provide a natural, yet efficient input device to interact with the virtual environment. One particularly interesting approach is to track and retarget the complete motion of a subject. Established techniques for full body motion capture like optical motion tracking exist. However, due to their computational complexity and their reliance on pre-specified models, they fail to meet the demanding requirements of virtual reality environments such as real-time response, immersion, and ad hoc configurability. Our goal is to support the use of motion capture as a general input device for virtual reality applications. In this paper we present a self-calibrating framework for optical motion capture, enabling the reconstruction and tracking of arbitrary articulated objects in real-time. Our method automatically estimates all relevant model parameters on-the-fly without any information on the initial tracking setup or the marker distribution, and computes the geometry and topology of multiple tracked skeletons. Moreover, we show how the model can make the motion capture phase robust against marker occlusions by exploiting the redundancy in the skeleton model and by reconstructing missing inner limbs and joints of the subject from partial information. Meeting the above requirements our system is well applicable to a wide range of virtual reality based applications, where unconstrained tracking and flexible retargeting of motion data is desirable.


computer vision and pattern recognition | 2008

Image selection for improved Multi-View Stereo

Alexander Hornung; Boyi Zeng; Leif Kobbelt

The Middlebury multi-view stereo evaluation clearly shows that the quality and speed of most multi-view stereo algorithms depends significantly on the number and selection of input images. In general, not all input images contribute equally to the quality of the output model, since several images may often contain similar and hence overly redundant visual information. This leads to unnecessarily increased processing times. On the other hand, a certain degree of redundancy can help to improve the reconstruction in more ldquodifficultrdquo regions of a model. In this paper we propose an image selection scheme for multi-view stereo which results in improved reconstruction quality compared to uniformly distributed views. Our method is tuned towards the typical requirements of current multi-view stereo algorithms, and is based on the idea of incrementally selecting images so that the overall coverage of a simultaneously generated proxy is guaranteed without adding too much redundant information. Critical regions such as cavities are detected by an estimate of the local photo-consistency and are improved by adding additional views. Our method is highly efficient, since most computations can be out-sourced to the GPU. We evaluate our method with four different methods participating in the Middlebury benchmark and show that in each case reconstructions based on our selected images yield an improved output quality while at the same time reducing the processing time considerably.


european conference on computer vision | 2006

Robust and efficient photo-consistency estimation for volumetric 3d reconstruction

Alexander Hornung; Leif Kobbelt

Estimating photo-consistency is one of the most important ingredients for any 3D stereo reconstruction technique that is based on a volumetric scene representation. This paper presents a new, illumination invariant photo-consistency measure for high quality, volumetric 3D reconstruction from calibrated images. In contrast to current standard methods such as normalized cross-correlation it supports unconstrained camera setups and non-planar surface approximations. We show how this measure can be embedded into a highly efficient, completely hardware accelerated volumetric reconstruction pipeline by exploiting current graphics processors. We provide examples of high quality reconstructions with computation times of only a few seconds to minutes, even for large numbers of cameras and high volumetric resolutions.


computer graphics international | 2000

Visualization of eclipses and planetary conjunction events. The interplay between model coherence, scaling and animation

Walter Oberschelp; Alexander Hornung; Horst Samulowitz

The problem of an instructive and realistic animation and visualization of the shadow- and color-conditions during conjunctions of actively and passively illuminated cosmic objects has found only particularly satisfying solutions so far. As an example we study axa0total solar eclipse. There are didactic shortcomings of specialized astronomical software, even though solutions have been given, which are very impressive for experts.Using the possibilities of commercial 3D-animation software we give an object-oriented partial solution. In order to get correct astronomical representations we model – for different tasks – the object space under cinematic aspects with parameters for spatial and temporal scaling, for illumination and coloring under couplings of varying strength. The adaptation of the parameters to optimal acceptance of the spectator must be done axa0posteriori.


Lecture Notes in Computer Science | 2006

Robust and Efficient Photo-Consistency Estimation for Volumetric 3D Reconstruction

Alexander Hornung; Leif Kobbelt


Archive | 2009

Shape representations for image based applications

Alexander Hornung; Leif Kobbelt

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Boyi Zeng

RWTH Aachen University

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