Marcus Magnor
Max Planck Society
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Publication
Featured researches published by Marcus Magnor.
international conference on computer graphics and interactive techniques | 2007
Ivo Ihrke; Gernot Ziegler; Art Tevs; Christian Theobalt; Marcus Magnor; Hans-Peter Seidel
We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects. It enables us to realistically display refractive objects with complex material properties, such as arbitrarily varying refractive index, inhomogeneous attenuation, as well as spatially-varying anisotropic scattering and reflectance properties. User-controlled changes of lighting positions only require a few seconds of update time. Our method is based on a set of ordinary differential equations derived from the eikonal equation, the main postulate of geometric optics. This set of equations allows for fast casting of bent light rays with the complexity of a particle tracer. Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing. Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time.
Untitled Event | 2007
Ivo Ihrke; Gernot Ziegler; Art Tevs; Christian Theobalt; Marcus Magnor; Hans-Peter Seidel
We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects. It enables us to realistically display refractive objects with complex material properties, such as arbitrarily varying refractive index, inhomogeneous attenuation, as well as spatially-varying anisotropic scattering and reflectance properties. User-controlled changes of lighting positions only require a few seconds of update time. Our method is based on a set of ordinary differential equations derived from the eikonal equation, the main postulate of geometric optics. This set of equations allows for fast casting of bent light rays with the complexity of a particle tracer. Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing. Efficient GPU implementations for our algorithmic concepts enable us to render a combination of visual effects that were previously not reproducible in real-time.
VVG 2003 | 2003
Christian Theobalt; Ming Li; Marcus Magnor; Hans-Peter Seidel
In recent years, the convergence of computer vision and computer graphics has put forth new research areas that work on scene reconstruction from and analysis of multi-view video footage. In free-viewpoint video, for example, new views of a scene are generated from an arbitrary viewpoint in real-time using a set of multi-view video streams as inputs. The analysis of real-world scenes from multi-view video to extract motion information or reflection models is another field of research that greatly benefits from high-quality input data. Building a recording setup for multi-view video involves a great effort on the hardware as well as the software side. The amount of image data to be processed is huge, a decent lighting and camera setup is essential for a naturalistic scene appearance and robust background subtraction, and the computing infrastructure has to enable real-time processing of the recorded material. This paper describes our recording setup for multi-view video acquisition that enables the synchronized recording of dynamic scenes from multiple camera positions under controlled conditions. The requirements to the room and their implementation in the separate components of the studio are described in detail. The efficiency and flexibility of the room is demonstrated on the basis of the results that we obtain with a real-time 3D scene reconstruction system, a system for non-intrusive optical motion capture and a model-based free-viewpoint video system for human actors.
vision modeling and visualization | 2011
Kai Berger; Ilya Reshetouski; Marcus Magnor; Ivo Ihrke
We investigate the effect of immersing real-world materials into media of different refractive indices. We show, that only some materials follow the Fresnel-governed behaviour. In reality, many materials exhibit unexpected effects such as stronger localized highlights or a significant increase in the glossy reflection due to microgeometry. In this paper, we propose a new measurement technique that allows for measuring the BRDFs of materials that are immersed into different media.
Untitled Event | 2004
Holger Theisel; Tino Weinkauf; Hans-Christian Hege; Hans-Peter Seidel; Bernd Girod; Marcus Magnor
Archive | 2005
Marcus Magnor
vision modeling and visualization | 2004
Gerd Marmitt; Andreas Kleer; Heiko Friedrich; Ingo Wald; Philipp Slusallek; Bernd Girod; Marcus Magnor; Hans-Peter Seidel
Archive | 2005
Christian Theobalt; Naveed Ahmed; Edilson de Aguiar; Gernot Ziegler; Hendrik P. A. Lensch; Marcus Magnor; Hans-Peter Seidel
international conference on computer graphics and interactive techniques | 2005
Marcus Magnor; Marc Pollefeys; German Cheung; Woijciech Matusik; Christian Theobalt
Untitled Event | 2004
Kirill Dmitriev; Hans-Peter Seidel; Bernd Girod; Marcus Magnor