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Dive into the research topics where Matthias Nießner is active.

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Featured researches published by Matthias Nießner.


international conference on computer graphics and interactive techniques | 2013

Real-time 3D reconstruction at scale using voxel hashing

Matthias Nießner; Michael Zollhöfer; Shahram Izadi; Marc Stamminger

Online 3D reconstruction is gaining newfound interest due to the availability of real-time consumer depth cameras. The basic problem takes live overlapping depth maps as input and incrementally fuses these into a single 3D model. This is challenging particularly when real-time performance is desired without trading quality or scale. We contribute an online system for large and fine scale volumetric reconstruction based on a memory and speed efficient data structure. Our system uses a simple spatial hashing scheme that compresses space, and allows for real-time access and updates of implicit surface data, without the need for a regular or hierarchical grid data structure. Surface data is only stored densely where measurements are observed. Additionally, data can be streamed efficiently in or out of the hash table, allowing for further scalability during sensor motion. We show interactive reconstructions of a variety of scenes, reconstructing both fine-grained details and large scale environments. We illustrate how all parts of our pipeline from depth map pre-processing, camera pose estimation, depth map fusion, and surface rendering are performed at real-time rates on commodity graphics hardware. We conclude with a comparison to current state-of-the-art online systems, illustrating improved performance and reconstruction quality.


international conference on computer graphics and interactive techniques | 2015

Real-time expression transfer for facial reenactment

Justus Thies; Michael Zollhöfer; Matthias Nießner; Levi Valgaerts; Marc Stamminger; Christian Theobalt

We present a method for the real-time transfer of facial expressions from an actor in a source video to an actor in a target video, thus enabling the ad-hoc control of the facial expressions of the target actor. The novelty of our approach lies in the transfer and photorealistic re-rendering of facial deformations and detail into the target video in a way that the newly-synthesized expressions are virtually indistinguishable from a real video. To achieve this, we accurately capture the facial performances of the source and target subjects in real-time using a commodity RGB-D sensor. For each frame, we jointly fit a parametric model for identity, expression, and skin reflectance to the input color and depth data, and also reconstruct the scene lighting. For expression transfer, we compute the difference between the source and target expressions in parameter space, and modify the target parameters to match the source expressions. A major challenge is the convincing re-rendering of the synthesized target face into the corresponding video stream. This requires a careful consideration of the lighting and shading design, which both must correspond to the real-world environment. We demonstrate our method in a live setup, where we modify a video conference feed such that the facial expressions of a different person (e.g., translator) are matched in real-time.


ACM Transactions on Graphics | 2012

Feature-adaptive GPU rendering of Catmull-Clark subdivision surfaces

Matthias Nießner; Charles T. Loop; Mark Meyer; Tony DeRose

We present a novel method for high-performance GPU-based rendering of Catmull-Clark subdivision surfaces. Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces. Specifically, our algorithm can accommodate base meshes consisting of arbitrary valence vertices and faces, and the surface can contain any number and arrangement of semisharp creases and hierarchically defined detail. We also present a variant of the algorithm which guarantees watertight positions and normals, meaning that even displaced surfaces can be rendered in a crack-free manner. Finally, we describe a view-dependent level-of-detail scheme which adapts to both the depth of subdivision and the patch tessellation density. Though considerably more general, the performance of our algorithm is comparable to the best approximating method, and is considerably faster than Stams exact method.


ACM Transactions on Graphics | 2017

BundleFusion: real-time globally consistent 3D reconstruction using on-the-fly surface re-integration

Angela Dai; Matthias Nießner; Michael Zollhöfer; Shahram Izadi; Christian Theobalt

Real-time, high-quality, 3D scanning of large-scale scenes is key to mixed reality and robotic applications. However, scalability brings challenges of drift in pose estimation, introducing significant errors in the accumulated model. Approaches often require hours of offline processing to globally correct model errors. Recent online methods demonstrate compelling results but suffer from (1) needing minutes to perform online correction, preventing true real-time use; (2) brittle frame-to-frame (or frame-to-model) pose estimation, resulting in many tracking failures; or (3) supporting only unstructured point-based representations, which limit scan quality and applicability. We systematically address these issues with a novel, real-time, end-to-end reconstruction framework. At its core is a robust pose estimation strategy, optimizing per frame for a global set of camera poses by considering the complete history of RGB-D input with an efficient hierarchical approach. We remove the heavy reliance on temporal tracking and continually localize to the globally optimized frames instead. We contribute a parallelizable optimization framework, which employs correspondences based on sparse features and dense geometric and photometric matching. Our approach estimates globally optimized (i.e., bundle adjusted) poses in real time, supports robust tracking with recovery from gross tracking failures (i.e., relocalization), and re-estimates the 3D model in real time to ensure global consistency, all within a single framework. Our approach outperforms state-of-the-art online systems with quality on par to offline methods, but with unprecedented speed and scan completeness. Our framework leads to a comprehensive online scanning solution for large indoor environments, enabling ease of use and high-quality results.1


international conference on computer graphics and interactive techniques | 2014

Real-time shading-based refinement for consumer depth cameras

Chenglei Wu; Michael Zollhöfer; Matthias Nießner; Marc Stamminger; Shahram Izadi; Christian Theobalt

We present the first real-time method for refinement of depth data using shape-from-shading in general uncontrolled scenes. Per frame, our real-time algorithm takes raw noisy depth data and an aligned RGB image as input, and approximates the time-varying incident lighting, which is then used for geometry refinement. This leads to dramatically enhanced depth maps at 30Hz. Our algorithm makes few scene assumptions, handling arbitrary scene objects even under motion. To enable this type of real-time depth map enhancement, we contribute a new highly parallel algorithm that reformulates the inverse rendering optimization problem in prior work, allowing us to estimate lighting and shape in a temporally coherent way at video frame-rates. Our optimization problem is minimized using a new regular grid Gauss-Newton solver implemented fully on the GPU. We demonstrate results showing enhanced depth maps, which are comparable to offline methods but are computed orders of magnitude faster, as well as baseline comparisons with online filtering-based methods. We conclude with applications of our higher quality depth maps for improved real-time surface reconstruction and performance capture.


european conference on computer vision | 2016

VolumeDeform: Real-time Volumetric Non-rigid Reconstruction

Matthias Innmann; Michael Zollhöfer; Matthias Nießner; Christian Theobalt; Marc Stamminger

We present a novel approach for the reconstruction of dynamic geometric shapes using a single hand-held consumer-grade RGB-D sensor at real-time rates. Our method builds up the scene model from scratch during the scanning process, thus it does not require a pre-defined shape template to start with. Geometry and motion are parameterized in a unified manner by a volumetric representation that encodes a distance field of the surface geometry as well as the non-rigid space deformation. Motion tracking is based on a set of extracted sparse color features in combination with a dense depth constraint. This enables accurate tracking and drastically reduces drift inherent to standard model-to-depth alignment. We cast finding the optimal deformation of space as a non-linear regularized variational optimization problem by enforcing local smoothness and proximity to the input constraints. The problem is tackled in real-time at the camera’s capture rate using a data-parallel flip-flop optimization strategy. Our results demonstrate robust tracking even for fast motion and scenes that lack geometric features.


ACM Transactions on Graphics | 2015

SemanticPaint: Interactive 3D Labeling and Learning at your Fingertips

Julien P. C. Valentin; Vibhav Vineet; Ming-Ming Cheng; David Kim; Jamie Shotton; Pushmeet Kohli; Matthias Nießner; Antonio Criminisi; Shahram Izadi; Philip H. S. Torr

We present a new interactive and online approach to 3D scene understanding. Our system, SemanticPaint, allows users to simultaneously scan their environment whilst interactively segmenting the scene simply by reaching out and touching any desired object or surface. Our system continuously learns from these segmentations, and labels new unseen parts of the environment. Unlike offline systems where capture, labeling, and batch learning often take hours or even days to perform, our approach is fully online. This provides users with continuous live feedback of the recognition during capture, allowing to immediately correct errors in the segmentation and/or learning—a feature that has so far been unavailable to batch and offline methods. This leads to models that are tailored or personalized specifically to the users environments and object classes of interest, opening up the potential for new applications in augmented reality, interior design, and human/robot navigation. It also provides the ability to capture substantial labeled 3D datasets for training large-scale visual recognition systems.


international conference on computer graphics and interactive techniques | 2016

Demo of Face2Face: real-time face capture and reenactment of RGB videos

Justus Thies; Michael Zollhöfer; Marc Stamminger; Christian Theobalt; Matthias Nießner

We present a novel approach for real-time facial reenactment of a monocular target video sequence (e.g., Youtube video). The source sequence is also a monocular video stream, captured live with a commodity webcam. Our goal is to animate the facial expressions of the target video by a source actor and re-render the manipulated output video in a photo-realistic fashion. To this end, we first address the under-constrained problem of facial identity recovery from monocular video by non-rigid model-based bundling. At run time, we track facial expressions of both source and target video using a dense photometric consistency measure. Reenactment is then achieved by fast and efficient deformation transfer between source and target. The mouth interior that best matches the re-targeted expression is retrieved from the target sequence and warped to produce an accurate fit. Finally, we convincingly re-render the synthesized target face on top of the corresponding video stream such that it seamlessly blends with the real-world illumination. We demonstrate our method in a live setup, where Youtube videos are reen-acted in real time.


international conference on computer graphics and interactive techniques | 2015

Shading-based refinement on volumetric signed distance functions

Michael Zollhöfer; Angela Dai; Matthias Innmann; Chenglei Wu; Marc Stamminger; Christian Theobalt; Matthias Nießner

We present a novel method to obtain fine-scale detail in 3D reconstructions generated with low-budget RGB-D cameras or other commodity scanning devices. As the depth data of these sensors is noisy, truncated signed distance fields are typically used to regularize out the noise, which unfortunately leads to over-smoothed results. In our approach, we leverage RGB data to refine these reconstructions through shading cues, as color input is typically of much higher resolution than the depth data. As a result, we obtain reconstructions with high geometric detail, far beyond the depth resolution of the camera itself. Our core contribution is shading-based refinement directly on the implicit surface representation, which is generated from globally-aligned RGB-D images. We formulate the inverse shading problem on the volumetric distance field, and present a novel objective function which jointly optimizes for fine-scale surface geometry and spatially-varying surface reflectance. In order to enable the efficient reconstruction of sub-millimeter detail, we store and process our surface using a sparse voxel hashing scheme which we augment by introducing a grid hierarchy. A tailored GPU-based Gauss-Newton solver enables us to refine large shape models to previously unseen resolution within only a few seconds.


international conference on computer graphics and interactive techniques | 2014

SceneGrok: inferring action maps in 3D environments

Manolis Savva; Angel X. Chang; Pat Hanrahan; Matthew Fisher; Matthias Nießner

With modern computer graphics, we can generate enormous amounts of 3D scene data. It is now possible to capture high-quality 3D representations of large real-world environments. Large shape and scene databases, such as the Trimble 3D Warehouse, are publicly accessible and constantly growing. Unfortunately, while a great amount of 3D content exists, most of it is detached from the semantics and functionality of the objects it represents. In this paper, we present a method to establish a correlation between the geometry and the functionality of 3D environments. Using RGB-D sensors, we capture dense 3D reconstructions of real-world scenes, and observe and track people as they interact with the environment. With these observations, we train a classifier which can transfer interaction knowledge to unobserved 3D scenes. We predict a likelihood of a given action taking place over all locations in a 3D environment and refer to this representation as an action map over the scene. We demonstrate prediction of action maps in both 3D scans and virtual scenes. We evaluate our predictions against ground truth annotations by people, and present an approach for characterizing 3D scenes by functional similarity using action maps.

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Marc Stamminger

University of Erlangen-Nuremberg

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Henry Schäfer

University of Erlangen-Nuremberg

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