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Dive into the research topics where Wojciech Matusik is active.

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Featured researches published by Wojciech Matusik.


international conference on computer graphics and interactive techniques | 2000

Image-based visual hulls

Wojciech Matusik; Chris Buehler; Ramesh Raskar; Steven J. Gortler; Leonard McMillan

In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.


international conference on computer graphics and interactive techniques | 2003

A data-driven reflectance model

Wojciech Matusik; Hanspeter Pfister; Matthew Brand; Leonard McMillan

We present a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data. Instead of using analytical reflectance models, we represent each BRDF as a dense set of measurements. This allows us to interpolate and extrapolate in the space of acquired BRDFs to create new BRDFs. We treat each acquired BRDF as a single high-dimensional vector taken from a space of all possible BRDFs. We apply both linear (subspace) and non-linear (manifold) dimensionality reduction tools in an effort to discover a lowerdimensional representation that characterizes our measurements. We let users define perceptually meaningful parametrization directions to navigate in the reduced-dimension BRDF space. On the low-dimensional manifold, movement along these directions produces novel but valid


international conference on computer graphics and interactive techniques | 2004

3D TV: a scalable system for real-time acquisition, transmission, and autostereoscopic display of dynamic scenes

Wojciech Matusik; Hanspeter Pfister

Three-dimensional TV is expected to be the next revolution in the history of television. We implemented a 3D TV prototype system with real-time acquisition, transmission, and 3D display of dynamic scenes. We developed a distributed, scalable architecture to manage the high computation and bandwidth demands. Our system consists of an array of cameras, clusters of network-connected PCs, and a multi-projector 3D display. Multiple video streams are individually encoded and sent over a broadband network to the display. The 3D display shows high-resolution (1024 × 768) stereoscopic color images for multiple viewpoints without special glasses. We implemented systems with rear-projection and front-projection lenticular screens. In this paper, we provide a detailed overview of our 3D TV system, including an examination of design choices and tradeoffs. We present the calibration and image alignment procedures that are necessary to achieve good image quality. We present qualitative results and some early user feedback. We believe this is the first real-time end-to-end 3D TV system with enough views and resolution to provide a truly immersive 3D experience.


international conference on computer graphics and interactive techniques | 2008

Articulated mesh animation from multi-view silhouettes

Daniel Vlasic; Ilya Baran; Wojciech Matusik; Jovan Popović

Details in mesh animations are difficult to generate but they have great impact on visual quality. In this work, we demonstrate a practical software system for capturing such details from multi-view video recordings. Given a stream of synchronized video images that record a human performance from multiple viewpoints and an articulated template of the performer, our system captures the motion of both the skeleton and the shape. The output mesh animation is enhanced with the details observed in the image silhouettes. For example, a performance in casual loose-fitting clothes will generate mesh animations with flowing garment motions. We accomplish this with a fast pose tracking method followed by nonrigid deformation of the template to fit the silhouettes. The entire process takes less than sixteen seconds per frame and requires no markers or texture cues. Captured meshes are in full correspondence making them readily usable for editing operations including texturing, deformation transfer, and deformation model learning.


eurographics symposium on rendering techniques | 2005

Experimental analysis of BRDF models

Addy Ngan; Wojciech Matusik

The Bidirectional Reflectance Distribution Function (BRDF) describes the appearance of a material by its interaction with light at a surface point. A variety of analytical models have been proposed to represent BRDFs. However, analysis of these models has been scarce due to the lack of high-resolution measured data. In this work we evaluate several well-known analytical models in terms of their ability to fit measured BRDFs. We use an existing high-resolution data set of a hundred isotropic materials and compute the best approximation for each analytical model. Furthermore, we have built a new setup for efficient acquisition of anisotropic BRDFs, which allows us to acquire anisotropic materials at high resolution. We have measured four samples of anisotropic materials (brushed aluminum, velvet, and two satins). Based on the numerical errors, function plots, and rendered images we provide insights into the performance of the various models. We conclude that for most isotropic materials physically-based analytic reflectance models can represent their appearance quite well. We illustrate the important difference between the two common ways of defining the specular lobe: around the mirror direction and with respect to the half-vector. Our evaluation shows that the latter gives a more accurate shape for the reflection lobe. Our analysis of anisotropic materials indicates current parametric reflectance models cannot represent their appearances faithfully in many cases. We show that using a sampled microfacet distribution computed from measurements improves the fit and qualitatively reproduces the measurements.


eurographics symposium on rendering techniques | 2001

Polyhedral visual hulls for real-time rendering

Wojciech Matusik; Chris Buehler; Leonard McMillan

We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This representation has a number of advantages: 1) it is a view-independent representation, 2) it is well-suited to rendering with graphics hardware, and 3) it can be computed very quickly. We render these visual hulls with a view-dependent texturing strategy, which takes into account visibility information that is computed during the creation of the visual hull. We demonstrate these algorithms in a system that asynchronously renders dynamically created visual hulls in real-time. Our system outperforms similar systems of comparable computational power.


international conference on computer graphics and interactive techniques | 2007

Practical motion capture in everyday surroundings

Daniel Vlasic; Rolf Adelsberger; Giovanni Vannucci; John C. Barnwell; Markus H. Gross; Wojciech Matusik; Jovan Popović

Commercial motion-capture systems produce excellent in-studio reconstructions, but offer no comparable solution for acquisition in everyday environments. We present a system for acquiring motions almost anywhere. This wearable system gathers ultrasonic time-of-flight and inertial measurements with a set of inexpensive miniature sensors worn on the garment. After recording, the information is combined using an Extended Kalman Filter to reconstruct joint configurations of a body. Experimental results show that even motions that are traditionally difficult to acquire are recorded with ease within their natural settings. Although our prototype does not reliably recover the global transformation, we show that the resulting motions are visually similar to the original ones, and that the combined acoustic and intertial system reduces the drift commonly observed in purely inertial systems. Our final results suggest that this system could become a versatile input device for a variety of augmented-reality applications.


international conference on computer graphics and interactive techniques | 2002

Image-based 3D photography using opacity hulls

Wojciech Matusik; Hanspeter Pfister; Addy Ngan; Paul A. Beardsley; Remo Ziegler; Leonard McMillan

We have built a system for acquiring and displaying high quality graphical models of objects that are impossible to scan with traditional scanners. Our system can acquire highly specular and fuzzy materials, such as fur and feathers. The hardware set-up consists of a turntable, two plasma displays, an array of cameras, and a rotating array of directional lights. We use multi-background matting techniques to acquire alpha mattes of the object from multiple viewpoints. The alpha mattes are used to construct an opacity hull. The opacity hull is a new shape representation, defined as the visual hull of the object with view-dependent opacity. It enables visualization of complex object silhouettes and seamless blending of objects into new environments. Our system also supports relighting of objects with arbitrary appearance using surface reflectance fields, a purely image-based appearance representation. Our system is the first to acquire and render surface reflectance fields under varying illumination from arbitrary viewpoints. We have built three generations of digitizers with increasing sophistication. In this paper, we present our results from digitizing hundreds of models.


international conference on computer graphics and interactive techniques | 2006

Analysis of human faces using a measurement-based skin reflectance model

Tim Weyrich; Wojciech Matusik; Hanspeter Pfister; Bernd Bickel; Craig Donner; Chien Tu; Janet McAndless; Jinho Lee; Addy Ngan; Henrik Wann Jensen; Markus H. Gross

We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and -- since we do not use the original measured data -- easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.


international conference on computer graphics and interactive techniques | 2010

Design and fabrication of materials with desired deformation behavior

Bernd Bickel; Moritz Bächer; Miguel A. Otaduy; Hyunho Richard Lee; Hanspeter Pfister; Markus H. Gross; Wojciech Matusik

This paper introduces a data-driven process for designing and fabricating materials with desired deformation behavior. Our process starts with measuring deformation properties of base materials. For each base material we acquire a set of example deformations, and we represent the material as a non-linear stress-strain relationship in a finite-element model. We have validated our material measurement process by comparing simulations of arbitrary stacks of base materials with measured deformations of fabricated material stacks. After material measurement, our process continues with designing stacked layers of base materials. We introduce an optimization process that finds the best combination of stacked layers that meets a users criteria specified by example deformations. Our algorithm employs a number of strategies to prune poor solutions from the combinatorial search space. We demonstrate the complete process by designing and fabricating objects with complex heterogeneous materials using modern multi-material 3D printers.

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Bernd Bickel

Institute of Science and Technology Austria

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Leonard McMillan

University of North Carolina at Chapel Hill

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Marc Alexa

Technical University of Berlin

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Pitchaya Sitthi-Amorn

Massachusetts Institute of Technology

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