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Gallery of D4:Computer Graphics

Triangle Strips Christian Rössl , Ioannis Ivrissimtzis. The two meshes are decomposed into sets of triangle strips in oder to enable efficient rendering. The decomposition follows naturally from our connectivity encoding algorithm that is used for the compression of the data set.
Approximation of Volume Data Christian Rössl , Frank Zeilfelder. Results from scattered data approximation of volume data by trivariate cubic splines. Top left: Scattered samples. Other pictures: some isosurfaces of approximating spline function with color coded approximation error.
Free-Viewpoint Video of Human Actors Christian Theobalt , Joel Carranza, Marcus Magnor, Hans-Peter Seidel. In our free-viewpoint video system a human actor is recorded from multiple camera views, a time-varying model of the scene is reconstructed and a viewer can interactively choose an arbitrary viewpoint during rendering. The image shows input camera views (small) and rendered results from novel viewpoints (large).
Efficient Motion-Blur for Bi-Directional Path Tracing Cyrille Damez , Vlastimil Havran, Karol Myszkowski, Hans-Peter Seidel. Walkthrough animation in a lobby 3D model, with global illumination and motion blur.
3D Object Digitization Hendrik Lensch , Michael Goesele, Jan Kautz. Capturing the 3D geometry and the reflection properties of an object allows for faithfully reproducing the appearance of an object for arbitrary viewing and lighting conditions.
Interactive Rendering of Translucent Objects Hendrik Lensch , Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang. Light transport through translucent objects for arbitrary incident illumination and view points is simulated at interactive rates.
Texturing Face Hitoshi Yamauchi , Marco Tarini, Jörg Haber, Hans-Peter Seidel. How to generate a realistic 3D face model with texturing. \textbf{Top row:} Input photographs, a 3D range scanned model. \textbf{Bottom row,} from left to right: Parameterized model, resampled texture, and the result.
Automatic image restoration. Hitoshi Yamauchi , Jörg Haber, Hans-Peter Seidel. A method to automatically repair ``damaged'' areas of digitized photographs. \textbf{Top row:} Input examples of two damaged pictures, and a picture masked with unwilling objects (two tables). \textbf{Bottom row:} Automatically restored results.
Flow behind a circular cylinder Holger Theisel , Tino Weinkauf, Hans-Christian Hege, Hans-Peter Seidel. Topological skeleton of a 3D flow behind a circular cylinder; shown are critical points, separation curves and saddle connectors.
Normal Adaptive Neural Meshes Ioannis Ivrissimtzis , Won-Ki Jeong, and Hans-Peter Seidel. A Machine Learning algorithm for surface reconstruction from an unorganized point cloud.
Anatomically Based Human Hand Model Irene Albrecht Animatable human hand model with underlying anatomical structure including skin, muscles, and bones.
Precomputed Radiance Transfer Jan Kautz , Peter-Pike Sloan, John Snyder. Real-time rendering of globally illuminated objects including self-shadowing and interreflections using precomputed radiance transfer.
Interactive Multiresolution Modeling Jens Vorsatz Interactive multiresolution modeling of complex 3D shapes by geometric frequency band decomposition of arbitrary triangle meshes.
Articulated Elastic Model Acquired from Observation of Physical Behavior Jochen Lang , Dinesh K. Pai and Hans-Peter Seidel. The link structure, the joint positions and the linear elasto-static deformation behavior are estimated from visual observation of physical interaction behavior of a robotic touch probe and the arm.
Rendering of the Statue "Minerva of Arezzo" H. Lensch, J. Lang, M. Goesele , C. Rocchini, P. Cignoni, C. Montani, P. Pingi, R. Scopigno. Model of the shape and light reflection properties of the Minerva rendered from a novel viewpoint and under novel lighting conditions.
Facial Modeling and Animation Jörg Haber , Irene Albrecht, Kolja Kähler, Hitoshi Yamauchi. Stages of facial modeling
Interactive global Illumination Jörg Haber , Karol Myszkowski, Hitoshi Yamauchi. Perceptually Guided Corrective Splatting
Predictive rendering of an atrium. Karol Myszkowski , Frederic Drago. The goal of this study was to develop a complete set of data characterizing geometry, luminaires, and surfaces of a non-trivial existing environment for testing global illumination and rendering techniques.
Bidirectional Texture Functions for Complex Materials Katja Daubert In the shown image, synthesized BTFs were used for the girl's skirt and shawl and for the wicker chair. To generate a BTF, a model of the material's fine-scale geometry is lit and rendered for a collection of viewing and light directions using efficient hardware-based methods.
Relevant Triangles Ray Tracing Kirill Dmitriev , Vlastimil Havran. Acceleration of SIMD ray tracing of arbitrary triangular shapes by conservative reduction of the triangles set checked for an intersection to a so called relevant triangles set.
Animation of Human Characters Marde Greeff , Joerg Haber. The creation of a skeleton hierarchy of segments and joints according to the H-Anim 2001 specification to animate the human figure with inverse kinematics.
Accurate Light Source Acquisition and Rendering Michael Goesele , Xavier Granier, Wolfgang Heidrich. Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. The image shows a rendering of a captured bike light illuminating a scene.
Reconstruction and Visualization of Visual Hulls Ming Li , Christian Theobalt, Marcus Magnor. Using visual hulls to reconstruct dynamic objects in real scenes and re-render them from arbitrary viewpoints.
Multi-level Implicit Surface Representation from Scattered Points Yutaka Ohtake , Alexander Belyaev. Multi-level implicit representations.
Skeleton-driven Mesh Deformations Shin Yoshizawa , Alexander G. Belyaev. This figure represents a new scheme for free-form skeleton-driven global mesh deformations.
Shadow Volumes on Programmable Graphics Hardware Stefan Brabec Implementation of shadow volumes using programmable graphics hardware, including the expensive step of silhouette detection.
The Global Illumination using the Photon Mapping Takehiro Tawara The images are rendered using the state of the art global illumination algorithm "Photon Mapping".
Practical Shadow Mapping Thomas Annen , Stefan Brabec, Hans-Peter Seidel. Generation of optimized light source viewing frustums according to the current camera position to achieve higher resolution for the shadow map.
Practical Shadow Mapping Thomas Annen , Stefan Brabec, Hans-Peter Seidel. Generation of optimized light source viewing frustums according to the current camera position to achieve higher resolution for the shadow map.
Reanimation of Paintings Volker Blanz , Curzio Basso, Tomaso Poggio, Thomas Vetter. The paintings of Vermeer, Raffael, Hopper, and Tischbein are reanimated by reconstructing 3D shape of the faces, applying facial expressions that were learned from examples, and drawing the deformed shapes back into the paintings.
Feature-Preserving Neural Meshes Wonki Jeong , Ioannis Ivrissimtzis. Upper Left : Initial mesh (tetrahedron). Neural mesh expands itself from such a simple object. Upper Right : A neural mesh that "learned" the geometry of the given model (Fandisk). Overall shape is reasonably well reconstructed, but sharp feature edges were not preserved. Lower Left : A feature preserved neural mesh by enhancing surface normals. Green lines are reference surface normals. Lower Right : The final result.
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