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Dive into the research topics where Boris Neubert is active.

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Featured researches published by Boris Neubert.


international conference on computer graphics and interactive techniques | 2008

Deep photo: model-based photograph enhancement and viewing

Johannes Kopf; Boris Neubert; Billy Chen; Michael F. Cohen; Daniel Cohen-Or; Oliver Deussen; Matthew Uyttendaele; Dani Lischinski

In this paper, we introduce a novel system for browsing, enhancing, and manipulating casual outdoor photographs by combining them with already existing georeferenced digital terrain and urban models. A simple interactive registration process is used to align a photograph with such a model. Once the photograph and the model have been registered, an abundance of information, such as depth, texture, and GIS data, becomes immediately available to our system. This information, in turn, enables a variety of operations, ranging from dehazing and relighting the photograph, to novel view synthesis, and overlaying with geographic information. We describe the implementation of a number of these applications and discuss possible extensions. Our results show that augmenting photographs with already available 3D models of the world supports a wide variety of new ways for us to experience and interact with our everyday snapshots.


international conference on computer graphics and interactive techniques | 2007

Approximate image-based tree-modeling using particle flows

Boris Neubert; Thomas Franken; Oliver Deussen

We present a method for producing 3D tree models from input photographs with only limited user intervention. An approximate voxel-based tree volume is estimated using image information. The density values of the voxels are used to produce initial positions for a set of particles. Performing a 3D flow simulation, the particles are traced downwards to the tree basis and are combined to form twigs and branches. If possible, the trunk and the first-order branches are determined in the input photographs and are used as attractors for particle simulation. The geometry of the tree skeleton is produced using botanical rules for branch thicknesses and branching angles. Finally, leaves are added. Different initial seeds for particle simulation lead to a variety, yet similar-looking branching structures for a single set of photographs.


ieee vgtc conference on visualization | 2009

Selecting good views of high-dimensional data using class consistency

Mike Sips; Boris Neubert; John P. Lewis; Pat Hanrahan

Many visualization techniques involve mapping high‐dimensional data spaces to lower‐dimensional views. Unfortunately, mapping a high‐dimensional data space into a scatterplot involves a loss of information; or, even worse, it can give a misleading picture of valuable structure in higher dimensions. In this paper, we propose class consistency as a measure of the quality of the mapping. Class consistency enforces the constraint that classes of n–D data are shown clearly in 2–D scatterplots. We propose two quantitative measures of class consistency, one based on the distance to the classs center of gravity, and another based on the entropies of the spatial distributions of classes. We performed an experiment where users choose good views, and show that class consistency has good precision and recall. We also evaluate both consistency measures over a range of data sets and show that these measures are efficient and robust.


international conference on computer graphics and interactive techniques | 2008

Sketch-based tree modeling using Markov random field

Xuejin Chen; Boris Neubert; Ying-Qing Xu; Oliver Deussen; Sing Bing Kang

In this paper, we describe a new system for converting a users freehand sketch of a tree into a full 3D model that is both complex and realistic-looking. Our system does this by probabilistic optimization based on parameters obtained from a database of tree models. The best matching model is selected by comparing its 2D projections with the sketch. Branch interaction is modeled by a Markov random field, subject to the constraint of 3D projection to sketch. Our system then uses the notion of self-similarity to add new branches before finally populating all branches with leaves of the users choice. We show a variety of natural-looking tree models generated from freehand sketches with only a few strokes.


international conference on computer graphics and interactive techniques | 2012

Plastic trees: interactive self-adapting botanical tree models

Sören Pirk; Ondrej Stava; Julian Kratt; Michel Abdul Massih Said; Boris Neubert; Radomír Měch; Bedrich Benes; Oliver Deussen

We present a dynamic tree modeling and representation technique that allows complex tree models to interact with their environment. Our method uses changes in the light distribution and proximity to solid obstacles and other trees as approximations of biologically motivated transformations on a skeletal representation of the trees main branches and its procedurally generated foliage. Parts of the tree are transformed only when required, thus our approach is much faster than common algorithms such as Open L-Systems or space colonization methods. Input is a skeleton-based tree geometry that can be computed from common tree production systems or from reconstructed laser scanning models. Our approach enables content creators to directly interact with trees and to create visually convincing ecosystems interactively. We present different interaction types and evaluate our method by comparing our transformations to biologically based growth simulation techniques.


Computer Graphics Forum | 2015

Self Tuning Texture Optimization

Alexandre Kaspar; Boris Neubert; Dani Lischinski; Mark Pauly; Johannes Kopf

The goal of example‐based texture synthesis methods is to generate arbitrarily large textures from limited exemplars in order to fit the exact dimensions and resolution required for a specific modeling task. The challenge is to faithfully capture all of the visual characteristics of the exemplar texture, without introducing obvious repetitions or unnatural looking visual elements. While existing non‐parametric synthesis methods have made remarkable progress towards this goal, most such methods have been demonstrated only on relatively low‐resolution exemplars. Real‐world high resolution textures often contain texture details at multiple scales, which these methods have difficulty reproducing faithfully. In this work, we present a new general‐purpose and fully automatic self‐tuning non‐parametric texture synthesis method that extends Texture Optimization by introducing several key improvements that result in superior synthesis ability. Our method is able to self‐tune its various parameters and weights and focuses on addressing three challenging aspects of texture synthesis: (i) irregular large scale structures are faithfully reproduced through the use of automatically generated and weighted guidance channels; (ii) repetition and smoothing of texture patches is avoided by new spatial uniformity constraints; (iii) a smart initialization strategy is used in order to improve the synthesis of regular and near‐regular textures, without affecting textures that do not exhibit regularities. We demonstrate the versatility and robustness of our completely automatic approach on a variety of challenging high‐resolution texture exemplars.


international conference on computer graphics and interactive techniques | 2012

Capturing and animating the morphogenesis of polygonal tree models

Soeren Pirk; Till Niese; Oliver Deussen; Boris Neubert

Given a static tree model we present a method to compute developmental stages that approximate the trees natural growth. The tree model is analyzed and a graph-based description its skeleton is determined. Based on structural similarity, branches are added where pruning has been applied or branches have died off over time. Botanic growth models and allometric rules enable us to produce convincing animations from a young tree that converge to the given model. Furthermore, the user can explore all intermediate stages. By selectively applying the process to parts of the tree even complex models can be edited easily. This form of reverse engineering enables users to create rich natural scenes from a small number of static tree models.


user interface software and technology | 2009

Integrated videos and maps for driving directions

Billy Chen; Boris Neubert; Eyal Ofek; Oliver Deussen; Michael F. Cohen

While onboard navigation systems are gaining in importance, maps are still the medium of choice for laying out a route to a destination and for way finding. However, even with a map, one is almost always more comfortable navigating a route the second time due to the visual memory of the route. To make the first time navigating a route feel more familiar, we present a system that integrates a map with a video automatically constructed from panoramic imagery captured at close intervals along the route. The routing information is used to create a variable speed video depicting the route. During playback of the video, the frame and field of view are dynamically modulated to highlight salient features along the route and connect them back to the map. A user interface is demonstrated to allow exploration of the combined map, video, and textual driving directions. We discuss the construction of the hybrid map and video interface. Finally, we report the results of a study that provides evidence of the effectiveness of such a system for route following.


Computer Graphics Forum | 2011

Improved model- and view-dependent pruning of large botanical scenes

Boris Neubert; Sören Pirk; Oliver Deussen; Carsten Dachsbacher

We present an optimized pruning algorithm that allows for considerable geometry reduction in large botanical scenes while maintaining high and coherent rendering quality. We improve upon previous techniques by applying model‐specific geometry reduction functions and optimized scaling functions. For this we introduce the use of Precision and Recall (PR) as a measure of quality to rendering and show how PR‐scores can be used to predict better scaling values. We conducted a user‐study letting subjects adjust the scaling value, which shows that the predicted scaling matches the preferred ones. Finally, we extend the originally purely stochastic geometry prioritization for pruning to account for view‐optimized geometry selection, which allows to take global scene information, such as occlusion, into consideration. We demonstrate our method for the rendering of scenes with thousands of complex tree models in real‐time.


international conference on computer graphics and interactive techniques | 2015

Interactive design of probability density functions for shape grammars

Minh Dang; Stefan Lienhard; Duygu Ceylan; Boris Neubert; Peter Wonka; Mark Pauly

A shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density function (pdf) over such a shape space and to sample models according to the designed pdf. First, we propose a user interface that enables a user to quickly provide preference scores for selected shapes and suggest sampling strategies to decide which models to present to the user to evaluate. Second, we propose a novel kernel function to encode the similarity between two procedural models. Third, we propose a framework to interpolate user preference scores by combining multiple techniques: function factorization, Gaussian process regression, autorelevance detection, and l1 regularization. Fourth, we modify the original grammars to generate models with a pdf proportional to the user preference scores. Finally, we provide evaluations of our user interface and framework parameters and a comparison to other exploratory modeling techniques using modeling tasks in five example shape spaces: furniture, low-rise buildings, skyscrapers, airplanes, and vegetation.

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Mark Pauly

Indian Institute of Technology Delhi

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Minh Dang

École Polytechnique Fédérale de Lausanne

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Stefan Lienhard

École Polytechnique Fédérale de Lausanne

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Niloy J. Mitra

University College London

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