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Dive into the research topics where Vladlen Koltun is active.

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Featured researches published by Vladlen Koltun.


european conference on computer vision | 2014

Geodesic Object Proposals

Philipp Krähenbühl; Vladlen Koltun

We present an approach for identifying a set of candidate objects in a given image. This set of candidates can be used for object recognition, segmentation, and other object-based image parsing tasks. To generate the proposals, we identify critical level sets in geodesic distance transforms computed for seeds placed in the image. The seeds are placed by specially trained classifiers that are optimized to discover objects. Experiments demonstrate that the presented approach achieves significantly higher accuracy than alternative approaches, at a fraction of the computational cost.


international conference on computer graphics and interactive techniques | 2012

A probabilistic model for component-based shape synthesis

Evangelos Kalogerakis; Siddhartha Chaudhuri; Daphne Koller; Vladlen Koltun

We present an approach to synthesizing shapes from complex domains, by identifying new plausible combinations of components from existing shapes. Our primary contribution is a new generative model of component-based shape structure. The model represents probabilistic relationships between properties of shape components, and relates them to learned underlying causes of structural variability within the domain. These causes are treated as latent variables, leading to a compact representation that can be effectively learned without supervision from a set of compatibly segmented shapes. We evaluate the model on a number of shape datasets with complex structural variability and demonstrate its application to amplification of shape databases and to interactive shape synthesis.


international conference on computer graphics and interactive techniques | 2011

Pattern-aware Deformation Using Sliding Dockers

Martin Bokeloh; Michael Wand; Vladlen Koltun; Hans-Peter Seidel

This paper introduces a new structure-aware shape deformation technique. The key idea is to detect continuous and discrete regular patterns and ensure that these patterns are preserved during free-...


international conference on computer graphics and interactive techniques | 2011

Interactive furniture layout using interior design guidelines

Paul Merrell; Eric Schkufza; Zeyang Li; Maneesh Agrawala; Vladlen Koltun

We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates the layout guidelines as terms in a density function and generates layout suggestions by rapidly sampling the density function using a hardware-accelerated Monte Carlo sampler. Our results demonstrate that the suggestion generation functionality measurably increases the quality of furniture arrangements produced by participants with no prior training in interior design.


ACM Transactions on Graphics | 2011

Metropolis procedural modeling

Jerry O. Talton; Yu Lou; Steve Lesser; Jared Duke; Radomír Měch; Vladlen Koltun

Procedural representations provide powerful means for generating complex geometric structures. They are also notoriously difficult to control. In this article, we present an algorithm for controlling grammar-based procedural models. Given a grammar and a high-level specification of the desired production, the algorithm computes a production from the grammar that conforms to the specification. This production is generated by optimizing over the space of possible productions from the grammar. The algorithm supports specifications of many forms, including geometric shapes and analytical objectives. We demonstrate the algorithm on procedural models of trees, cities, buildings, and Mondrian paintings.


european conference on computer vision | 2016

Playing for Data: Ground Truth from Computer Games

Stephan R. Richter; Vibhav Vineet; Stefan Roth; Vladlen Koltun

Recent progress in computer vision has been driven by high-capacity models trained on large datasets. Unfortunately, creating large datasets with pixel-level labels has been extremely costly due to the amount of human effort required. In this paper, we present an approach to rapidly creating pixel-accurate semantic label maps for images extracted from modern computer games. Although the source code and the internal operation of commercial games are inaccessible, we show that associations between image patches can be reconstructed from the communication between the game and the graphics hardware. This enables rapid propagation of semantic labels within and across images synthesized by the game, with no access to the source code or the content. We validate the presented approach by producing dense pixel-level semantic annotations for 25 thousand images synthesized by a photorealistic open-world computer game. Experiments on semantic segmentation datasets show that using the acquired data to supplement real-world images significantly increases accuracy and that the acquired data enables reducing the amount of hand-labeled real-world data: models trained with game data and just \(\tfrac{1}{3}\) of the CamVid training set outperform models trained on the complete CamVid training set.


international conference on computer graphics and interactive techniques | 2011

Probabilistic reasoning for assembly-based 3D modeling

Siddhartha Chaudhuri; Evangelos Kalogerakis; Leonidas J. Guibas; Vladlen Koltun

Assembly-based modeling is a promising approach to broadening the accessibility of 3D modeling. In assembly-based modeling, new models are assembled from shape components extracted from a database. A key challenge in assembly-based modeling is the identification of relevant components to be presented to the user. In this paper, we introduce a probabilistic reasoning approach to this problem. Given a repository of shapes, our approach learns a probabilistic graphical model that encodes semantic and geometric relationships among shape components. The probabilistic model is used to present components that are semantically and stylistically compatible with the 3D model that is being assembled. Our experiments indicate that the probabilistic model increases the relevance of presented components.


international conference on computer graphics and interactive techniques | 2012

Optimizing locomotion controllers using biologically-based actuators and objectives

Jack M. Wang; Samuel R. Hamner; Scott L. Delp; Vladlen Koltun

We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of-freedom are actuated using a set of eight Hill-type musculotendon models in each leg, with biologically-motivated control laws. The parameters of these control laws are set by an optimization procedure that satisfies a number of locomotion task terms while minimizing a biological model of metabolic energy expenditure. We show that the use of biologically-based actuators and objectives measurably increases the realism of gaits generated by locomotion controllers that operate without the use of motion capture data, and that metabolic energy expenditure provides a simple and unifying measurement of effort that can be used for both walking and running control optimization.


IEEE Transactions on Pattern Analysis and Machine Intelligence | 2018

Direct Sparse Odometry

Jakob Engel; Vladlen Koltun; Daniel Cremers

Direct Sparse Odometry (DSO) is a visual odometry method based on a novel, highly accurate sparse and direct structure and motion formulation. It combines a fully direct probabilistic model (minimizing a photometric error) with consistent, joint optimization of all model parameters, including geometry-represented as inverse depth in a reference frame-and camera motion. This is achieved in real time by omitting the smoothness prior used in other direct methods and instead sampling pixels evenly throughout the images. Since our method does not depend on keypoint detectors or descriptors, it can naturally sample pixels from across all image regions that have intensity gradient, including edges or smooth intensity variations on essentially featureless walls. The proposed model integrates a full photometric calibration, accounting for exposure time, lens vignetting, and non-linear response functions. We thoroughly evaluate our method on three different datasets comprising several hours of video. The experiments show that the presented approach significantly outperforms state-of-the-art direct and indirect methods in a variety of real-world settings, both in terms of tracking accuracy and robustness.


international conference on computer graphics and interactive techniques | 2011

Joint shape segmentation with linear programming

Qixing Huang; Vladlen Koltun; Leonidas J. Guibas

We present an approach to segmenting shapes in a heterogenous shape database. Our approach segments the shapes jointly, utilizing features from multiple shapes to improve the segmentation of each. The approach is entirely unsupervised and is based on an integer quadratic programming formulation of the joint segmentation problem. The program optimizes over possible segmentations of individual shapes as well as over possible correspondences between segments from multiple shapes. The integer quadratic program is solved via a linear programming relaxation, using a block coordinate descent procedure that makes the optimization feasible for large databases. We evaluate the presented approach on the Princeton segmentation benchmark and show that joint shape segmentation significantly outperforms single-shape segmentation techniques.

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Sergey Levine

University of California

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René Ranftl

Graz University of Technology

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