Matthias Trapp @TrappMatthias
Joined March 2018-
Tweets69
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Following391
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Code is now open-sourced github.com/MaxReimann/vid… ✨
Code is now open-sourced github.com/MaxReimann/vid… ✨
Temporal consistency of per-frame stylized videos in real-time and with interactive control? Sumit Shekhar and @maxxar92 will present our latest research at #EGSR2023 (joint work with Moritz Hilscher, Jürgen Döllner, @TrappMatthias from @HPI_DE)! 📜: tinyurl.com/4dtykhs2 🧵1/5
Drawing & fine-grained editing of neural style transfer in real-time in the web? Yes that's possible🧑🎨 Check out our interactive demo of WISE (ECCV22) now on @huggingface ! huggingface.co/spaces/MaxReim…
Excited to share our latest research! At @eccvconf #ECCV2022 we will present ‘WISE’ (@RipkenWinfried *, M. Reimann *, M. Büßemeyer, myself, J. Döllner, @TrappMatthias), a new paradigm for image stylization that implements filters as learnable, differentiable operations. 🧵1/7
The development of the new image & video processing engine of @becassoapp is in its last stages, and first results promise to bring exciting new features with it. One of them is the significant increase in image resolution, scaling our effects to a native processing of 100MP+
VISion for ART (#VISART) VI Workshop @eccvconf Details are out! Submit by: 27th May Full details at website: visarts.eu Fantastic keynotes from: - Béatrice Joyeux-Prunel (@JoyeuxPrunel) - John Collomosse (@JCollomosse) - Ohad Ben-Shahar (@ohad_ben_shahar)
Block-NeRF: Scalable Large Scene Neural View Synthesis abs: arxiv.org/abs/2202.05263 project page: waymo.com/research/block…
Auftaktveranstaltung für das #mfund Projekt mit dem @BMDV_bund und @Essen_Ruhr: Wie kann #KI bei der Straßenzustandsbewertung und bei der Schaffung einer Infrastrukturdatenbank des Straßenraums helfen?
Wie können 830.000 Kilometer Straßennetz in Deutschland bewirtschaftet werden? Unser #TWIN4ROAD #mfund Projekt mit der @stadtessen @HPI @StrassenNRW schafft eine Infrastrukturdatenbank für den Straßenraum und Straßenzustandsbewertung durch #KI-Auswertung. bmvi.de/SharedDocs/DE/…
Good overview of multisampling and its various forms rastergrid.com/blog/gpu-tech/…
For the last couple of weeks I've made a tiny "engine"/framework which can be used to make games or programs that feel like they are from the MS-DOS era. It's super easy to get started with, using C (compiler included) to program it mattiasgustavsson.itch.io/dos-like github.com/mattiasgustavs…
Article in @petapixel about @GoogleAI's SR3 Image Super-resolution method. Neural network-based photo upscaling will likely be commonplace in most smartphones in the near future. petapixel.com/2021/08/30/goo…
Wrote a huge article explaining 5 different techniques to render outlines. Use it for your games/projects/VFX!✨ There is code included 👇
We are happy to announce that HPI is represented at the world's largest computer graphics conference #SIGGRAPH2021 with three publications that have been developed mainly by our students Benito Buchheim, Maximilian Mayer, and Philip Trenz: ow.ly/rfLX50FPDtv @becassoapp
Filled with so much Appiness, we're turning #SIGGRAPH2021 Appy Hour into Appy Hour and a Half! 🤩 Join us 9-11:30 am PDT to see the latest in #mobiledev and app innovation. 9 developers demo their creations with a live Q&A that follows the presentations!
For my @siggraph and @HPG_Conf presentations this year, I dropped @powerpoint and created slides entirely with Python and @matplotlib. They have animated and interactive 3D plots🤩. I wrote a blog post about it, open sourced the code and shared PDF slides: momentsingraphics.de/MatplotlibSlid…
I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe. Download #RTGII here: link.springer.com/book/10.1007/9…
New Post: Decoupled Visibility Multisampling. Continuing the visibility trend, this time we're rendering 8x MSAA visibility, extracting a 1x GBuffer, and dilating the lighting back onto visibility for MSAA-style edges. filmicworlds.com/blog/decoupled…
I wrote an article about natively building SDF fractal noise (say for procedural terrains) by iteratively blending spheres as opposed to traditional noise displacement; because we need more "SDF-Native" techniques. Article iquilezles.org/www/articles/f… Shader shadertoy.com/view/3dGSWR

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Autodesk Construction... @ADSK_Construct
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Pixar's OpenUSD @openusd
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Paul Debevec @debfx
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