Andrei-Timotei Ardelean
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Andrei-Timotei Ardelean has a total of 4 co-authors. Here are the top co-authors by number of shared publications:
- Tim Weyrich
Friedrich‐Alexander‐Universität Erlangen‐Nürnberg Germany
4 shared publications - Lucian Mircea Sasu
Transilvania University of Braşov, Braşov, Romania, USA
1 shared publication - Patrick Rückbeil
Friedrich-Alexander-Universitat Erlangen-Nurnberg Germany
1 shared publication - Tomáš Iser
Friedrich‐Alexander‐Universität Erlangen‐Nürnberg Germany
1 shared publication
Latest Publications
- Open Access
- 30 April 2026
- Published by Wiley in Computer Graphics Forum
High‐Gloss SVBRDF Capture Using Bounce Light
Reflectance capture aims at the visual reproduction of an object under varying illumination. Past works differ substantially in their experimental overhead, from single‐ or few‐image approaches, that employ significant (often learned) priors at the expense of biased reconstructions, to more accurate approaches that tend to be time‐consuming, which to a good part is due to the need for carefully controlled illumination. Moreover, as we will show, the frequently employed point‐light or directional lighting tends to clip highlights and under‐sample the reflectance of glossy surfaces, leading to incorrect reconstructions under previously unseen illumination. Our work aims to strike a new balance, combining a low‐overhead capture methodology with a fast (neural) model fit. A key feature of our approach is the use of handheld, indirect bounce light that enables a convenient capture methodology, limits the dynamic range of the reflectance (effectively avoiding highlight clipping) and ensures contiguous hemispherical incidence, even with few images, eliminating under‐sampling of highly specular reflectance lobes. Moreover, our approach does not require training on pre‐existing material datasets and thus is not restricted by the choice of dataset, and its inference scales linearly with the number of pixels, scaling exceptionally well to large image sizes. As a result, our method enables high‐resolution capture of a spatially‐varying reflectance distribution function (SVBRDF) from a small set of casually captured, indirectly lit photographs, making high‐quality material acquisition practical even on consumer hardware. Overall, we believe that our method occupies a unique trade‐off between acquisition effort, model assumptions and resulting quality, and it has the potential to transform areas that routinely use handheld point‐light sources, such as the popular reflectance transformation imaging (RTI), leading to more faithful reproductions of artefacts and their surface characteristics.
- 30 April 2026
- Published by Wiley in Computer Graphics Forum
Open AccessHigh‐Gloss SVBRDF Capture Using Bounce Light
Reflectance capture aims at the visual reproduction of an object under varying illumination. Past works differ substantially in their experimental overhead, from single‐ or few‐image approaches, that employ significant (often learned) priors at the expense of biased reconstructions, to more accurate approaches that tend to be time‐consuming, which to a good part is due to the need for carefully controlled illumination. Moreover, as we will show, the frequently employed point‐light or directional lighting tends to clip highlights and under‐sample the reflectance of glossy surfaces, leading to incorrect reconstructions under previously unseen illumination. Our work aims to strike a new balance, combining a low‐overhead capture methodology with a fast (neural) model fit. A key feature of our approach is the use of handheld, indirect bounce light that enables a convenient capture methodology, limits the dynamic range of the reflectance (effectively avoiding highlight clipping) and ensures contiguous hemispherical incidence, even with few images, eliminating under‐sampling of highly specular reflectance lobes. Moreover, our approach does not require training on pre‐existing material datasets and thus is not restricted by the choice of dataset, and its inference scales linearly with the number of pixels, scaling exceptionally well to large image sizes. As a result, our method enables high‐resolution capture of a spatially‐varying reflectance distribution function (SVBRDF) from a small set of casually captured, indirectly lit photographs, making high‐quality material acquisition practical even on consumer hardware. Overall, we believe that our method occupies a unique trade‐off between acquisition effort, model assumptions and resulting quality, and it has the potential to transform areas that routinely use handheld point‐light sources, such as the popular reflectance transformation imaging (RTI), leading to more faithful reproductions of artefacts and their surface characteristics.
- Open Access
- 4 December 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (6) , 1-24
Example-Based Feature Painting on Textures
In this work, we propose a system that covers the complete workflow for achieving controlled authoring and editing of textures that present distinctive local characteristics. These include various effects that change the surface appearance of materials, such as stains, tears, holes, abrasions, discoloration, and more. Such alterations are ubiquitous in nature, and including them in the synthesis process is crucial for generating realistic textures. We introduce a novel approach for creating textures with such blemishes, adopting a learning-based approach that leverages unlabeled examples. Our approach does not require manual annotations by the user; instead, it detects the appearance-altering features through unsupervised anomaly detection. The various textural features are then automatically clustered into semantically coherent groups, which are used to guide the conditional generation of images. Our pipeline as a whole goes from a small image collection to a versatile generative model that enables the user to interactively create and paint features on textures of arbitrary size. Notably, the algorithms we introduce for diffusion-based editing and infinite stationary texture generation are generic and should prove useful in other contexts as well. Project page: reality.tf.fau.de/pub/ardelean2025examplebased.html
- 4 December 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (6) , 1-24
Open AccessExample-Based Feature Painting on Textures
In this work, we propose a system that covers the complete workflow for achieving controlled authoring and editing of textures that present distinctive local characteristics. These include various effects that change the surface appearance of materials, such as stains, tears, holes, abrasions, discoloration, and more. Such alterations are ubiquitous in nature, and including them in the synthesis process is crucial for generating realistic textures. We introduce a novel approach for creating textures with such blemishes, adopting a learning-based approach that leverages unlabeled examples. Our approach does not require manual annotations by the user; instead, it detects the appearance-altering features through unsupervised anomaly detection. The various textural features are then automatically clustered into semantically coherent groups, which are used to guide the conditional generation of images. Our pipeline as a whole goes from a small image collection to a versatile generative model that enables the user to interactively create and paint features on textures of arbitrary size. Notably, the algorithms we introduce for diffusion-based editing and infinite stationary texture generation are generic and should prove useful in other contexts as well. Project page: reality.tf.fau.de/pub/ardelean2025examplebased.html
- Open Access
Quantized FCA: Efficient Zero-Shot Texture Anomaly Detection
Zero-shot anomaly localization is a rising field in computer vision research, with important progress in recent years. This work focuses on the problem of detecting and localizing anomalies in textures, where anomalies can be defined as the regions that deviate from the overall statistics, violating the stationarity assumption. The main limitation of existing methods is their high running time, making them impractical for deployment in real-world scenarios, such as assembly line monitoring. We propose a real-time method, named QFCA, which implements a quantized version of the feature correspondence analysis (FCA) algorithm. By carefully adapting the patch statistics comparison to work on histograms of quantized values, we obtain a 10x speedup with little to no loss in accuracy. Moreover, we introduce a feature preprocessing step based on principal component analysis, which enhances the contrast between normal and anomalous features, improving the detection precision on complex textures. Our method is thoroughly evaluated against prior art, comparing favorably with existing methods. Project page: https://reality.tf.fau.de/pub/ardelean2025quantized.html
Open AccessQuantized FCA: Efficient Zero-Shot Texture Anomaly Detection
Zero-shot anomaly localization is a rising field in computer vision research, with important progress in recent years. This work focuses on the problem of detecting and localizing anomalies in textures, where anomalies can be defined as the regions that deviate from the overall statistics, violating the stationarity assumption. The main limitation of existing methods is their high running time, making them impractical for deployment in real-world scenarios, such as assembly line monitoring. We propose a real-time method, named QFCA, which implements a quantized version of the feature correspondence analysis (FCA) algorithm. By carefully adapting the patch statistics comparison to work on histograms of quantized values, we obtain a 10x speedup with little to no loss in accuracy. Moreover, we introduce a feature preprocessing step based on principal component analysis, which enhances the contrast between normal and anomalous features, improving the detection precision on complex textures. Our method is thoroughly evaluated against prior art, comparing favorably with existing methods. Project page: https://reality.tf.fau.de/pub/ardelean2025quantized.html
- Open Access
- 25 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Classifying Texture Anomalies at First Sight
- 25 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessClassifying Texture Anomalies at First Sight
- Open Access
- 28 March 2020
- Published by Agora University of Oradea in International Journal of Computers Communications & Control
- Vol. 15 (2)
Pose Manipulation with Identity Preservation
This paper describes a new model which generates images in novel poses e.g. by altering face expression and orientation, from just a few instances of a human subject. Unlike previous approaches which require large datasets of a specific person for training, our approach may start from a scarce set of images, even from a single image. To this end, we introduce Character Adaptive Identity Normalization GAN (CainGAN) which uses spatial characteristic features extracted by an embedder and combined across source images. The identity information is propagated throughout the network by applying conditional normalization. After extensive adversarial training, CainGAN receives figures of faces from a certain individual and produces new ones while preserving the person’s identity. Experimental results show that the quality of generated images scales with the size of the input set used during inference. Furthermore, quantitative measurements indicate that CainGAN performs better compared to other methods when training data is limited.
- 28 March 2020
- Published by Agora University of Oradea in International Journal of Computers Communications & Control
- Vol. 15 (2)
Open AccessPose Manipulation with Identity Preservation
This paper describes a new model which generates images in novel poses e.g. by altering face expression and orientation, from just a few instances of a human subject. Unlike previous approaches which require large datasets of a specific person for training, our approach may start from a scarce set of images, even from a single image. To this end, we introduce Character Adaptive Identity Normalization GAN (CainGAN) which uses spatial characteristic features extracted by an embedder and combined across source images. The identity information is propagated throughout the network by applying conditional normalization. After extensive adversarial training, CainGAN receives figures of faces from a certain individual and produces new ones while preserving the person’s identity. Experimental results show that the quality of generated images scales with the size of the input set used during inference. Furthermore, quantitative measurements indicate that CainGAN performs better compared to other methods when training data is limited.