Martin Habbecke
RWTH Aachen University
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Martin Habbecke.
computer vision and pattern recognition | 2007
Martin Habbecke; Leif Kobbelt
We present a new approach to reconstruct the shape of a 3D object or scene from a set of calibrated images. The central idea of our method is to combine the topological flexibility of a point-based geometry representation with the robust reconstruction properties of scene-aligned planar primitives. This can be achieved by approximating the shape with a set of surface elements (surfels) in the form of planar disks which are independently fitted such that their footprint in the input images matches. Instead of using an artificial energy functional to promote the smoothness of the recovered surface during fitting, we use the smoothness assumption only to initialize planar primitives and to check the feasibility of the fitting result. After an initial disk has been found, the recovered region is iteratively expanded by growing further disks in tangent direction. The expansion stops when a disk rotates by more than a given threshold during the fitting step. A global sampling strategy guarantees that eventually the whole surface is covered. Our technique does not depend on a shape prior or silhouette information for the initialization and it can automatically and simultaneously recover the geometry, topology, and visibility information which makes it superior to other state-of-the-art techniques. We demonstrate with several high-quality reconstruction examples that our algorithm performs highly robustly and is tolerant to a wide range of image capture modalities.
Computer Graphics Forum | 2012
Martin Habbecke; Leif Kobbelt
Thanks to its flexibility and power to handle even complex geometric relations, 3D geometric modeling with nonlinear constraints is an attractive extension of traditional shape editing approaches. However, existing approaches to analyze and solve constraint systems usually fail to meet the two main challenges of an interactive 3D modeling system: For each atomic editing operation, it is crucial to adjust as few auxiliary vertices as possible in order to not destroy the users earlier editing effort. Furthermore, the whole constraint resolution pipeline is required to run in real‐time to enable a fluent, interactive workflow. To address both issues, we propose a novel constraint analysis and solution scheme based on a key observation: While the computation of actual vertex positions requires nonlinear techniques, under few simplifying assumptions the determination of the minimal set of to‐be‐updated vertices can be performed on a linearization of the constraint functions. Posing the constraint analysis phase as the solution of an under‐determined linear system with as few non‐zero elements as possible enables us to exploit an efficient strategy for the Cardinality Minimization problem known from the field of Compressed Sensing, resulting in an algorithm capable of handling hundreds of vertices and constraints in real‐time. We demonstrate at the example of an image‐based modeling system for architectural models that this approach performs very well in practical applications.
PLOS ONE | 2008
Werner Baumgartner; Florian Fidler; Agnes Weth; Martin Habbecke; Peter M. Jakob; Christoph Butenweg; Wolfgang Böhme
The sandfish (Scincus scincus) is a lizard having the remarkable ability to move through desert sand for significant distances. It is well adapted to living in loose sand by virtue of a combination of morphological and behavioural specializations. We investigated the bodyform of the sandfish using 3D-laserscanning and explored its locomotion in loose desert sand using fast nuclear magnetic resonance (NMR) imaging. The sandfish exhibits an in-plane meandering motion with a frequency of about 3 Hz and an amplitude of about half its body length accompanied by swimming-like (or trotting) movements of its limbs. No torsion of the body was observed, a movement required for a digging-behaviour. Simple calculations based on the Janssen model for granular material related to our findings on bodyform and locomotor behaviour render a local decompaction of the sand surrounding the moving sandfish very likely. Thus the sand locally behaves as a viscous fluid and not as a solid material. In this fluidised sand the sandfish is able to “swim” using its limbs.
european conference on computer vision | 2010
Martin Habbecke; Leif Kobbelt
In recent years, oblique aerial images of urban regions have become increasingly popular for 3D city modeling, texturing, and various cadastral applications. In contrast to images taken vertically to the ground, they provide information on building heights, appearance of facades, and terrain elevation. Despite their widespread availability for many cities, the processing pipeline for oblique images is not fully automatic yet. Especially the process of precisely registering oblique images with map vector data can be a tedious manual process. We address this problem with a registration approach for oblique aerial images that is fully automatic and robust against discrepancies between map and image data. As input, it merely requires a cadastral map and an arbitrary number of oblique images. Besides rough initial registrations usually available from GPS/INS measurements, no further information is required, in particular no information about the terrain elevation.
Computer Vision and Image Understanding | 2011
Dominik Sibbing; Martin Habbecke; Leif Kobbelt
In this paper we combine methods from the field of computer vision with surface editing techniques to generate animated faces, which are all in full correspondence to each other. The inputs for our system are synchronized video streams from multiple cameras. The system produces a sequence of triangle meshes with fixed connectivity, representing the dynamics of the captured face. By carefully taking all requirements and characteristics into account we decided for the proposed system design: We deform an initial face template using movements estimated from the video streams. To increase the robustness of the reconstruction, we use a morphable model as a shape prior to initialize a surfel fitting technique which is able to precisely capture face shapes not included in the morphable model. In the deformation stage, we use a 2D mesh based tracking approach to establish correspondences over time. We then reconstruct positions in 3D using the same surfel fitting technique, and finally use the reconstructed points to robustly deform the initially reconstructed face. We demonstrate the applicability of the tracked face template for automatic modeling and show how to use deformation transfer to attenuate expressions, blend expressions or how to build a statistical model, similar to a morphable model, on the dynamic movements.
solid and physical modeling | 2008
Martin Habbecke; Leif Kobbelt
While many techniques for the 3D reconstruction of small to medium sized objects have been proposed in recent years, the reconstruction of entire scenes is still a challenging task. This is especially true for indoor environments where existing active reconstruction techniques are usually quite expensive and passive, image-based techniques tend to fail due to high scene complexities, difficult lighting situations, or shiny surface materials. To fill this gap we present a novel low-cost method for the reconstruction of depth maps using a video camera and an array of laser pointers mounted on a hand-held rig. Similar to existing laser-based active reconstruction techniques, our method is based on a fixed camera, moving laser rays and depth computation by triangulation. However, unlike traditional methods, the position and orientation of the laser rig does not need to be calibrated a-priori and no precise control is necessary during image capture. The user rather moves the laser rig freely through the scene in a brush-like manner, letting the laser points sweep over the scenes surface. We do not impose any constraints on the distribution of the laser rays, the motion of the laser rig, or the scene geometry except that in each frame at least six laser points have to be visible. Our main contributions are twofold. The first is the depth map reconstruction technique based on irregularly oriented laser rays that, by exploiting robust sampling techniques, is able to cope with missing and even wrongly detected laser points. The second is a smoothing operator for the reconstructed geometry specifically tailored to our setting that removes most of the inevitable noise introduced by calibration and detection errors without damaging important surface features like sharp edges.
international conference on computer vision | 2009
Dominik Sibbing; Martin Habbecke; Leif Kobbelt
In this paper we combine methods from the field of computer vision with surface editing techniques to generate animated faces, which are all in full correspondence to each other. The input for our system are synchronized video streams from multiple cameras. The system produces a sequence of triangle meshes with fixed connectivity, representing the dynamics of the captured face. By carfully taking all requirements and characteristics into account we decided for the proposed system design: We deform an initial face template using movements estimated from the video streams. To increase the robustness of the initial reconstruction, we use a morphable model as a shape prior. However using an efficient Surfel Fitting technique, we are still able to precisely capture face shapes not part of the PCA Model. In the deformation stage, we use a 2D mesh-based tracking approach to establish correspondences in time. We then reconstruct image-samples in 3D using the same Surfel Fitting technique, and finally use the reconstructed points to robustly deform the initially reconstructed face.
Computer Graphics Forum | 2009
Martin Habbecke; Leif Kobbelt
We present the design of an interactive image‐based modeling tool that enables a user to quickly generate detailed 3D models with texture from a set of calibrated input images. Our main contribution is an intuitive user interface that is entirely based on simple 2D painting operations and does not require any technical expertise by the user or difficult pre‐processing of the input images. One central component of our tool is a GPU‐based multi‐view stereo reconstruction scheme, which is implemented by an incremental algorithm, that runs in the background during user interaction so that the user does not notice any significant response delay.
Archive | 2014
Lars Krecklau; Dominik Sibbing; Torsten Sattler; Ming Li; Martin Habbecke; Leif Kobbelt
Virtuelle Stadtmodelle erhalten in zunehmendem Mase eine bedeutende Rolle fur diverse praktische Anwendungen wie beispielsweise virtuelle Stadtfuhrungen, geographische Informationssysteme, Planung und Optimierung offentlicher drahtloser Netzwerke bis hin zur Simulation und Analyse von komplexen Verkehrsablaufen. Die Erzeugung virtueller Stadtmodelle in hinreichender Qualitat in Bezug auf die verschiedenen Zielapplikationen ist bis heute eine extreme Herausforderung und stellt zumeist eine zeitaufwendige (oft manuelle) Aufgabe dar. Dieser Artikel befasst sich mit der Digitalisierung (Rekonstruktion), der Verarbeitung (Aufbereitung und Anonymisierung) und der Visualisierung der anfallenden grosen Datenmengen von urbanen Umgebungen, um die ganzheitliche Prozesskette zu verdeutlichen. Des Weiteren werden eine Reihe von praktischen Anwendungsbeispielen vorgestellt, in denen diese Stadtmodelle Verwendung finden.
vision modeling and visualization | 2006
Martin Habbecke; Leif Kobbelt