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Dive into the research topics where Simon Heinzle is active.

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Featured researches published by Simon Heinzle.


eurographics | 2004

Post-processing of scanned 3D surface data

Tim Weyrich; Mark Pauly; Richard Keiser; Simon Heinzle; Sascha Scandella; Markus H. Gross

3D shape acquisition has become a major tool for creating digital 3D surface data in a variety of application elds. Despite the steady increase in accuracy, most available scanning techniques cause severe scanning artifacts such as noise, outliers, holes, or ghost geometry. To apply sophisticated modeling operations on these data sets, substantial post-processing is usually required. In this paper, we address a variety of scanning artifacts that are created by common optical scanners and provide a comprehensive set of user-guided tools to process corrupted data sets. These include an eraser tool, low-pass lter s for noise removal, a set of outlier detection methods, and various up-sampling and hole- lling tools. These techniques can be applied early in the content creation pipeline. Therefore, all our tools are implemented to operate directly on the acquired point cloud. We also emphasize the need for extensive user control and an ef cient visual feedback loop. The effectiveness of our scan cleaning tools is demonstrated on various models acquired with commercial laser-range scanners and low-cost structured light scanners.


international conference on computer graphics and interactive techniques | 2011

Computational stereo camera system with programmable control loop

Simon Heinzle; Pierre Greisen; David Gallup; Christine Chen; Daniel Saner; Aljoscha Smolic; Andreas Burg; Wojciech Matusik; Markus H. Gross

Stereoscopic 3D has gained significant importance in the entertainment industry. However, production of high quality stereoscopic content is still a challenging art that requires mastering the complex interplay of human perception, 3D display properties, and artistic intent. In this paper, we present a computational stereo camera system that closes the control loop from capture and analysis to automatic adjustment of physical parameters. Intuitive interaction metaphors are developed that replace cumbersome handling of rig parameters using a touch screen interface with 3D visualization. Our system is designed to make stereoscopic 3D production as easy, intuitive, flexible, and reliable as possible. Captured signals are processed and analyzed in real-time on a stream processor. Stereoscopy and user settings define programmable control functionalities, which are executed in real-time on a control processor. Computational power and flexibility is enabled by a dedicated software and hardware architecture. We show that even traditionally difficult shots can be easily captured using our system.


international conference on computer graphics and interactive techniques | 2011

Multi-perspective stereoscopy from light fields

Changil Kim; Alexander Hornung; Simon Heinzle; Wojciech Matusik; Markus H. Gross

This paper addresses stereoscopic view generation from a light field. We present a framework that allows for the generation of stereoscopic image pairs with per-pixel control over disparity, based on multi-perspective imaging from light fields. The proposed framework is novel and useful for stereoscopic image processing and post-production. The stereoscopic images are computed as piecewise continuous cuts through a light field, minimizing an energy reflecting prescribed parameters such as depth budget, maximum disparity gradient, desired stereoscopic baseline, and so on. As demonstrated in our results, this technique can be used for efficient and flexible stereoscopic post-processing, such as reducing excessive disparity while preserving perceived depth, or retargeting of already captured scenes to various view settings. Moreover, we generalize our method to multiple cuts, which is highly useful for content creation in the context of multi-view autostereoscopic displays. We present several results on computer-generated content as well as live-action content.


Eurasip Journal on Image and Video Processing | 2011

An FPGA-based processing pipeline for high- definition stereo video

Pierre Greisen; Simon Heinzle; Markus H. Gross; Andreas Burg

This paper presents a real-time processing platform for high-definition stereo video. The system is capable to process stereo video streams at resolutions up to 1, 920 × 1, 080 at 30 frames per second (1080p30). In the hybrid FPGA-GPU-CPU system, a high-density FPGA is used not only to perform the low-level image processing tasks such as color interpolation and cross-image color correction, but also to carry out radial undistortion, image rectification, and disparity estimation. We show how the corresponding algorithms can be implemented very efficiently in programmable hardware, relieving the GPU from the burden of these tasks. Our FPGA implementation results are compared with corresponding GPU implementations and with other implementations reported in the literature.


IEEE Transactions on Image Processing | 2013

Automatic View Synthesis by Image-Domain-Warping

Nikolce Stefanoski; Oliver Wang; Manuel Lang; Pierre Greisen; Simon Heinzle; Aljoscha Smolic

Today, stereoscopic 3D (S3D) cinema is already mainstream, and almost all new display devices for the home support S3D content. S3D distribution infrastructure to the home is already established partly in the form of 3D Blu-ray discs, video on demand services, or television channels. The necessity to wear glasses is, however, often considered as an obstacle, which hinders broader acceptance of this technology in the home. Multiviewautostereoscopic displays enable a glasses free perception of S3D content for several observers simultaneously, and support head motion parallax in a limited range. To support multiviewautostereoscopic displays in an already established S3D distribution infrastructure, a synthesis of new views from S3D video is needed. In this paper, a view synthesis method based on image-domain-warping (IDW) is presented that automatically synthesizes new views directly from S3D video and functions completely. IDW relies on an automatic and robust estimation of sparse disparities and image saliency information, and enforces target disparities in synthesized images using an image warping framework. Two configurations of the view synthesizer in the scope of a transmission and view synthesis framework are analyzed and evaluated. A transmission and view synthesis system that uses IDW is recently submitted to MPEGs call for proposals on 3D video technology, where it is ranked among the four best performing proposals.


IEEE Transactions on Circuits and Systems for Video Technology | 2013

Evaluation and FPGA Implementation of Sparse Linear Solvers for Video Processing Applications

Pierre Greisen; Marian Runo; Patrice Guillet; Simon Heinzle; Aljoscha Smolic; Hubert Kaeslin; Markus H. Gross

Sparse linear systems are commonly used in video processing applications, such as edge-aware filtering or video retargeting. Due to the 2-D nature of images, the involved problem sizes are large and thus solving such systems is computationally challenging. In this paper, we address sparse linear solvers for real-time video applications. We investigate several solver techniques, discuss hardware trade-offs, and provide field-programmable gate array (FPGA) architectures and implementation results of a Cholesky direct solver and of an iterative BiCGSTAB solver. The FPGA implementations solve 32 k × 32 k matrices at up to 50 f/s and outperform software implementations by at least one order of magnitude.


conference on visual media production | 2011

Disparity-Aware Stereo 3D Production Tools

Aljoscha Smolic; Steven Poulakos; Simon Heinzle; Pierre Greisen; Manuel Lang; Alexander Hornung; Miquel A. Farre; Nikolce Stefanoski; Oliver Wang; Lars Schnyder; R. Monroy; Markus H. Gross

Stereoscopic 3D (S3D) has reached wide levels of adoption in consumer and professional markets. However, production of high quality S3D content is still a difficult and expensive art. Various S3D production tools and systems have been released recently to assist high quality content creation. This paper presents a number of such algorithms, tools and systems developed at Disney Research Zurich, which all make use of disparity-aware processing.


international conference on computer graphics and interactive techniques | 2007

A hardware architecture for surface splatting

Tim Weyrich; Simon Heinzle; Timo Aila; Daniel Bernhard Fasnacht; Stephan Oetiker; Mario Botsch; Cyril Flaig; Simon Mall; Kaspar Rohrer; Norbert Felber; Hubert Kaeslin; Markus H. Gross

We present a novel architecture for hardware-accelerated rendering of point primitives. Our pipeline implements a refined version of EWA splatting, a high quality method for antialiased rendering of point sampled representations. A central feature of our design is the seamless integration of the architecture into conventional, OpenGL-like graphics pipelines so as to complement triangle-based rendering. The specific properties of the EWA algorithm required a variety of novel design concepts including a ternary depth test and using an on-chip pipelined heap data structure for making the memory accesses of splat primitives more coherent. In addition, we developed a computationally stable evaluation scheme for perspectively corrected splats. We implemented our architecture both on reconfigurable FPGA boards and as an ASIC prototype, and we integrated it into an OpenGL-like software implementation. Our evaluation comprises a detailed performance analysis using scenes of varying complexity.


Computer Graphics Forum | 2014

Optimizing stereo-to-multiview conversion for autostereoscopic displays

Alexandre Chapiro; Simon Heinzle; Tunc Ozan Aydin; Steven Poulakos; Matthias Zwicker; Aljoscha Smolic; Markus H. Gross

We present a novel stereo‐to‐multiview video conversion method for glasses‐free multiview displays. Different from previous stereo‐to‐multiview approaches, our mapping algorithm utilizes the limited depth range of autostereoscopic displays optimally and strives to preserve the scenes artistic composition and perceived depth even under strong depth compression. We first present an investigation of how perceived image quality relates to spatial frequency and disparity. The outcome of this study is utilized in a two‐step mapping algorithm, where we (i) compress the scene depth using a non‐linear global function to the depth range of an autostereoscopic display and (ii) enhance the depth gradients of salient objects to restore the perceived depth and salient scene structure. Finally, an adapted image domain warping algorithm is proposed to generate the multiview output, which enables overall disparity range extension.


IEEE Transactions on Circuits and Systems for Video Technology | 2012

Analysis and VLSI Implementation of EWA Rendering for Real-Time HD Video Applications

Pierre Greisen; Michael Schaffner; Simon Heinzle; Marian Runo; Aljosa Smolic; Andreas Burg; Hubert Kaeslin; Markus H. Gross

Nonlinear image warping or image resampling is a necessary step in many current and upcoming video applications, such as video retargeting, stereoscopic 3-D mapping, and multiview synthesis. The challenges for real-time resampling include not only image quality but also available energy and computational power of the employed device. In this paper, we employ an elliptical-weighted average (EWA) rendering approach to 2-D image resampling. We extend the classical EWA framework for increased visual quality and provide a very large scale integration architecture for efficient view rendering. The resulting architecture is able to render high-quality video sequences in real time targeted for low-power applications in end-user display devices.

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Wojciech Matusik

Massachusetts Institute of Technology

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