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Puzzle Similarity: A Perceptually-guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions
Nicolai Hermann,
Jorge Condor,
Piotr Didyk
Proc. International Conference on Computer Vision (ICCV), 2025
Project Page
Paper
Code
Data
Supplemental
Automatic 2D quality map generation for novel views assessing the quality of 3D scene reconstructions beyond supervised areas.
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Perceptually-Driven Neural Inpainting for Seamless 3D Reconstructions
Supervised by
Prof. Piotr Didyk,
Jorge Condor
Awarded the "Best Thesis Award" from the Premio Swiss Engineering Ticino foundation.
Thesis
Announcement
In my master’s thesis, I improved novel Scene Reconstruction methods, such as Gaussian Splatting. I introduced a new approach that assesses reconstruction quality by leveraging the input multiview content as priors to evaluate novel views. I then demonstrated the method’s effectiveness by devising a strategy that hallucinates incorrectly reconstructed parts of a scene.
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Reproducibility Challenge—PolyGCL: GRAPH CONTRASTIVE LEARNING via Learnable Spectral Polynomial Filters
Nicolai Hermann,
Michele Cattaneo,
Oliver Tryding
Project Report
Reproduced Code
WandB
PolyGLC
PolyGCL Code
In this paper, we replicate PolyGCL, which frames self-supervised graph contrastive learning as a spectral-polynomial fusion of high- and low-pass graph filters. Our study mostly reproduced the reported gains on both homophilic and heterophilic graphs—confirming its ability to learn expressive node embeddings—while noting that results still depend on careful hyper-parameter calibration relying on labeled data, compromising the self-supervised approach.
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Robotics: Markov Localization and Monte Carlo Localization
Nicolai Hermann,
Michele Cattaneo,
Oliver Tryding
Project Report
Code
In this project, we built a small simulator and implemented Markov localization to maintain a full probability grid of robot poses after each motion and sensor reading. For larger or continuous maps, we switched to Monte Carlo localization, replacing the exhaustive grid with a compact set of weighted particles (see blue points in the animation).
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Pokégans: Using Generative Adversarial Networks to Create the Next Generation of Pokémons
Nicolai Hermann,
Michael Hüppe
Project Report
Code
In this paper, we present a compact pipeline that trains a bespoke generative adversarial network to create convincing “Fakémon” sprites. Using a curated, uniformly pre-processed corpus of original Pokémon graphics, the model learns franchise-specific aesthetics and outputs novel, game-ready creatures. The paper details data acquisition and network design, showcases fan-project applications, and highlights future optimisation paths to boost fidelity and training efficiency.
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