Researcher profile

Reinhard Klein

Reinhard Klein contributes to research discovery and scholarly infrastructure.

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Published work

7 published item(s)

preprint2026arXiv

PiG-Avatar: Hierarchical Neural-Field-Guided Gaussian Avatars

Existing Gaussian avatar methods typically parameterize geometry on a body-template surface, which entangles the avatar's representation space with the template's deformation space and limits the capture of layered, off-body, and non-rigid clothing geometry. We present PiG-Avatar, which addresses this limitation by using the parametric body model solely for kinematic transport, while representing the avatar as Gaussians anchored in a volumetric canonical space governed by a continuous neural field. This decouples representation from template topology, avoiding the geometric constraints of surface-based parameterizations. Kinematic coherence is maintained through 3D barycentric anchor transport, which guides motion without constraining geometry and allows anchors to deviate freely from the template surface, yielding dense, stable temporal surface correspondences by construction. To make this unconstrained formulation tractable, we introduce dual-level spatially coherent optimization, combining Sobolev-preconditioned neural-field updates with a novel KNN-based preconditioning of canonical anchor geometry. Together, these mechanisms induce an emergent self-organization of anchor density: anchors migrate toward regions of high curvature, appearance variation, and non-coherent motion without explicit heuristics. As a result, complex clothing geometry and layered surfaces emerge as natural, high-fidelity outputs. This single representation further supports hierarchical reconstruction across multiple levels of detail, with coarse-level supervision propagating to finer levels through the shared field and coupled anchor graph. On established benchmarks featuring subjects with complex clothing and challenging non-rigid motion, PiG-Avatar achieves state-of-the-art rendering quality, generalizes robustly to imperfect body model initialization, and renders in real time across all detail levels.

preprint2022arXiv

Canonical convolutional neural networks

We introduce canonical weight normalization for convolutional neural networks. Inspired by the canonical tensor decomposition, we express the weight tensors in so-called canonical networks as scaled sums of outer vector products. In particular, we train network weights in the decomposed form, where scale weights are optimized separately for each mode. Additionally, similarly to weight normalization, we include a global scaling parameter. We study the initialization of the canonical form by running the power method and by drawing randomly from Gaussian or uniform distributions. Our results indicate that we can replace the power method with cheaper initializations drawn from standard distributions. The canonical re-parametrization leads to competitive normalization performance on the MNIST, CIFAR10, and SVHN data sets. Moreover, the formulation simplifies network compression. Once training has converged, the canonical form allows convenient model-compression by truncating the parameter sums.

preprint2022arXiv

Spline-PINN: Approaching PDEs without Data using Fast, Physics-Informed Hermite-Spline CNNs

Partial Differential Equations (PDEs) are notoriously difficult to solve. In general, closed-form solutions are not available and numerical approximation schemes are computationally expensive. In this paper, we propose to approach the solution of PDEs based on a novel technique that combines the advantages of two recently emerging machine learning based approaches. First, physics-informed neural networks (PINNs) learn continuous solutions of PDEs and can be trained with little to no ground truth data. However, PINNs do not generalize well to unseen domains. Second, convolutional neural networks provide fast inference and generalize but either require large amounts of training data or a physics-constrained loss based on finite differences that can lead to inaccuracies and discretization artifacts. We leverage the advantages of both of these approaches by using Hermite spline kernels in order to continuously interpolate a grid-based state representation that can be handled by a CNN. This allows for training without any precomputed training data using a physics-informed loss function only and provides fast, continuous solutions that generalize to unseen domains. We demonstrate the potential of our method at the examples of the incompressible Navier-Stokes equation and the damped wave equation. Our models are able to learn several intriguing phenomena such as Karman vortex streets, the Magnus effect, Doppler effect, interference patterns and wave reflections. Our quantitative assessment and an interactive real-time demo show that we are narrowing the gap in accuracy of unsupervised ML based methods to industrial CFD solvers while being orders of magnitude faster.

preprint2021arXiv

Learning Incompressible Fluid Dynamics from Scratch -- Towards Fast, Differentiable Fluid Models that Generalize

Fast and stable fluid simulations are an essential prerequisite for applications ranging from computer-generated imagery to computer-aided design in research and development. However, solving the partial differential equations of incompressible fluids is a challenging task and traditional numerical approximation schemes come at high computational costs. Recent deep learning based approaches promise vast speed-ups but do not generalize to new fluid domains, require fluid simulation data for training, or rely on complex pipelines that outsource major parts of the fluid simulation to traditional methods. In this work, we propose a novel physics-constrained training approach that generalizes to new fluid domains, requires no fluid simulation data, and allows convolutional neural networks to map a fluid state from time-point t to a subsequent state at time t + dt in a single forward pass. This simplifies the pipeline to train and evaluate neural fluid models. After training, the framework yields models that are capable of fast fluid simulations and can handle various fluid phenomena including the Magnus effect and Karman vortex streets. We present an interactive real-time demo to show the speed and generalization capabilities of our trained models. Moreover, the trained neural networks are efficient differentiable fluid solvers as they offer a differentiable update step to advance the fluid simulation in time. We exploit this fact in a proof-of-concept optimal control experiment. Our models significantly outperform a recent differentiable fluid solver in terms of computational speed and accuracy.

preprint2021arXiv

Towards Tangible Cultural Heritage Experiences -- Enriching VR-Based Object Inspection with Haptic Feedback

VR/AR technology is a key enabler for new ways of immersively experiencing cultural heritage artifacts based on their virtual counterparts obtained from a digitization process. In this paper, we focus on enriching VR-based object inspection by additional haptic feedback, thereby creating tangible cultural heritage experiences. For this purpose, we present an approach for interactive and collaborative VR-based object inspection and annotation. Our system supports high-quality 3D models with accurate reflectance characteristics while additionally providing haptic feedback regarding the object shape features based on a 3D printed replica. The digital object model in terms of a printable representation of the geometry as well as reflectance characteristics are stored in a compact and streamable representation on a central server, which streams the data to remotely connected users/clients. The latter can jointly perform an interactive inspection of the object in VR with additional haptic feedback through the 3D printed replica. Evaluations regarding system performance, visual quality of the considered models as well as insights from a user study indicate an improved interaction, assessment and experience of the considered objects.

preprint2020arXiv

A VR System for Immersive Teleoperation and Live Exploration with a Mobile Robot

Applications like disaster management and industrial inspection often require experts to enter contaminated places. To circumvent the need for physical presence, it is desirable to generate a fully immersive individual live teleoperation experience. However, standard video-based approaches suffer from a limited degree of immersion and situation awareness due to the restriction to the camera view, which impacts the navigation. In this paper, we present a novel VR-based practical system for immersive robot teleoperation and scene exploration. While being operated through the scene, a robot captures RGB-D data that is streamed to a SLAM-based live multi-client telepresence system. Here, a global 3D model of the already captured scene parts is reconstructed and streamed to the individual remote user clients where the rendering for e.g. head-mounted display devices (HMDs) is performed. We introduce a novel lightweight robot client component which transmits robot-specific data and enables a quick integration into existing robotic systems. This way, in contrast to first-person exploration systems, the operators can explore and navigate in the remote site completely independent of the current position and view of the capturing robot, complementing traditional input devices for teleoperation. We provide a proof-of-concept implementation and demonstrate the capabilities as well as the performance of our system regarding interactive object measurements and bandwidth-efficient data streaming and visualization. Furthermore, we show its benefits over purely video-based teleoperation in a user study revealing a higher degree of situation awareness and a more precise navigation in challenging environments.

preprint2020arXiv

Efficient 3D Reconstruction and Streaming for Group-Scale Multi-Client Live Telepresence

Sharing live telepresence experiences for teleconferencing or remote collaboration receives increasing interest with the recent progress in capturing and AR/VR technology. Whereas impressive telepresence systems have been proposed on top of on-the-fly scene capture, data transmission and visualization, these systems are restricted to the immersion of single or up to a low number of users into the respective scenarios. In this paper, we direct our attention on immersing significantly larger groups of people into live-captured scenes as required in education, entertainment or collaboration scenarios. For this purpose, rather than abandoning previous approaches, we present a range of optimizations of the involved reconstruction and streaming components that allow the immersion of a group of more than 24 users within the same scene - which is about a factor of 6 higher than in previous work - without introducing further latency or changing the involved consumer hardware setup. We demonstrate that our optimized system is capable of generating high-quality scene reconstructions as well as providing an immersive viewing experience to a large group of people within these live-captured scenes.