106 citations · 255 across the 11 of their papers we have counts for
7 papers · 1 filter
Vocalics in Human-Drone Interaction
Marc Lieser, Ulrich Schwanecke
As the presence of flying robots continues to grow in both commercial and private sectors, it necessitates an understanding of appropriate methods for nonverbal interaction with hu…
TailorMe: Self-Supervised Learning of an Anatomically Constrained Volumetric Human Shape Model
Stephan Wenninger, Fabian Kemper, Ulrich Schwanecke +1
Human shape spaces have been extensively studied, as they are a core element of human shape and pose inference tasks. Classic methods for creating a human shape model register a su…
LEAVEN -- Lightweight Surface and Volume Mesh Sampling Application for Particle-based Simulations
Alexander Sommer, Ulrich Schwanecke
We present an easy-to-use and lightweight surface and volume mesh sampling standalone application tailored for the needs of particle-based simulation. We describe the surface and v…
Interactive High-Resolution Simulation of Granular Material
Alexander Sommer, Ulrich Schwanecke, Elmar Schömer
We introduce a particle-based simulation method for granular material in interactive frame rates. We divide the simulation into two decoupled steps. In the first step, a relatively…
Real-time Light Estimation and Neural Soft Shadows for AR Indoor Scenarios
Alexander Sommer, Ulrich Schwanecke, Elmar Schömer
We present a pipeline for realistic embedding of virtual objects into footage of indoor scenes with focus on real-time AR applications. Our pipeline consists of two main components…
Assessing Augmented Reality Selection Techniques for Passengers in Moving Vehicles: A Real-World User Study
Robin Connor Schramm, Markus Sasalovici, Axel Hildebrand +1
Nowadays, cars offer many possibilities to explore the world around you by providing location-based information displayed on a 2D-Map. However, this information is often only avail…
Neural Volumetric Blendshapes: Computationally Efficient Physics-Based Facial Blendshapes
Nicolas Wagner, Ulrich Schwanecke, Mario Botsch
Computationally weak systems and demanding graphical applications are still mostly dependent on linear blendshapes for facial animations. The accompanying artifacts such as self-in…