Name: Markus Pobitzer
Profile: Computer Science student
University: ETH Zürich
LinkedIn: Link
Location: Zürich
Computer Vision & Machine Perception
Machine Learning & Deep Learning
Virtual Reality & Mixed Reality
Python, Java & C#
Webdeveloping
From a young age, I was fascinated by computers and their applications. Using Excel in middle school, playing with programmable robots, and discovering the possibilities of programming languages was exciting for me. Naturally, I decided to specialize in computer science as soon as possible and I could not be happier looking back at my path up until now, as a Master's student at ETH Zurich.
Software engineering always felt so natural to me and when creating websites, I feel a bit like an artist, but what caught my attention lately is the possibilities of machine learning. Ever since discovering the achivements of architectures like the U-Net, NeRFs and now Diffusion models I can only look to a bright future of ever greater performing models.
We propose a method to augment small, annotated instance segmentation datasets to effectively obtain a sizeable, annotated dataset. We generate new images using a diffusion-based inpainting model to fill out the masked area with a desired object class by guiding the diffusion through the object outline, preserving the provided mask annotations. Work submitted to WACV 2024; IBM Research started the process of filing for a patent.
My Bachelor thesis at the SIPLAB
Modern interaction methods in virtual reality (VR) are based on controllers or in-air gestures. This overlooks smartwatches and wearables strapped on the wrist as a complement to inair gestures. In this thesis, we quantify the effect of haptic on-body input in VR on accuracy and user experience for menu item selection.
Recent machine learning developments saw a breakthrough in generating images. So-called Diffusion Models can create photo-realistic images from noise. With the help of an input text (prompt) we can guide the generation and produce matching images.
This technology opened new doors for creating digital art, modifying existing images, and creating stunning visual experiences. In the talk, we will find out how these algorithms work, introduce Stable Diffusion (a concrete implementation), and explore what its use cases are.
Virtual reality (VR) and augmented reality (AR) immerse the user in a new digital world. However, representing realworld scenes and objects digitally is very challenging. Realistic lighting and high details are hard to model. An approach that solves some of the mentioned shortcomings was introduced with Representing Scenes as Neural Radiance Fields for View Synthesis (NeRF). NeRF can produce photorealistic novel views but needs many RGB input images to train. In this work, we explore how NeRF can be extended with synthetic depth information to reduce the needed number of input images.
1st place in the Twitter sentiment analysis competition hosted by the Computational Intelligence Lab at ETH Zürich. For the full competition and the placing view Kaggle.
In the paper, we explore different deep learning models, among them state-of-the-art Transformers and their combinations in different ensemble methods to achieve the winning score.
We propose a point-based neural rendering pipeline developed for real time applications in the virtual reality (VR). We use point clouds as our representation of the human models and propose an adaptive shader to render the point clouds in Unity. Through Unitys neural network inference library we pass the rendered images through a neural network to enhance the output
We provide a system that modifies the physical build of a Microsoft HoloLens 2 such that it holds Hardware components capable of measuring temperature. Furthermore, it uses a TCP connection to send data from a Raspberry Pi to the HoloLens, processes this data, and provides different modes for the user to visualize the thermal data.