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We propose a novel system for portrait relighting and background replacement, which maintains high-frequency boundary details and accurately synthesizes the subject's appearance as lit by novel illumination, thereby producing realistic composite images ...
The increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human ...
We present a learning-based technique for estimating high dynamic range (HDR), omnidirectional illumination from a single low dynamic range (LDR) portrait image captured under arbitrary indoor or outdoor lighting conditions. We train our model using ...
We present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane ...
We present a learning-based method to infer plausible high dynamic range (HDR), omnidirectional illumination given an unconstrained, low dynamic range (LDR) image from a mobile phone camera with a limited field of view (FOV). For training data, we ...
We propose a variant to polarized gradient illumination facial scanning which uses monochrome instead of color cameras to achieve more efficient and higher-resolution results. In typical polarized gradient facial scanning, sub-millimeter geometric ...
Computer vision is a rapidly evolving discipline. It includes methods for acquiring, processing, and understanding still images and video to model, replicate, and sometimes, exceed human vision and perform useful tasks.
Computer vision will be commonly ...
We present a process for rendering a realistic facial performance with control of viewpoint and illumination. The performance is based on one or more high-quality geometry and reflectance scans of an actor in static poses, driven by one or more video ...
We present a technique for creating realistic facial animation from a set of high-resolution static scans of an actor's face driven by passive video of the actor from one or more viewpoints. We capture high-resolution static geometry using multi-view ...
When scanning an actor's face in multiple static facial expressions, it is often desirable for the resulting scans to all have the same topology and for the textures to all be in the same UV space. Such "corresponded" scans would enable the ...
We present a novel process for acquiring detailed facial geometry with high resolution diffuse and specular photometric information from multiple viewpoints using polarized spherical gradient illumination. Key to our method is a new pair of linearly ...
We present a novel process for acquiring detailed facial geometry with high resolution diffuse and specular photometric information from multiple viewpoints using polarized spherical gradient illumination. Key to our method is a new pair of linearly ...
We present a prototype system for in-situ measurement of per-pixel appearance parameters (i.e., surface orientation, diffuse albedo, specular albedo, and specular roughness) of general scenes. The proposed system requires no specialized hardware, is ...
Head-mounted cameras are an increasingly important tool for capturing an actor's facial performance. Such cameras provide a fixed, unoccluded view of the face. The resulting imagery is useful for observing motion capture dots or as input to existing ...
Head-mounted cameras are an increasingly important tool for capturing an actor's facial performance. Such cameras provide a fixed, unoccluded view of the face. The resulting imagery is useful for observing motion capture dots or as input to existing ...
We describe a system for high-resolution capture of moving 3D geometry, beginning with dynamic normal maps from multiple views. The normal maps are captured using active shape-from-shading (photometric stereo), with a large lighting dome providing a ...
We describe a system for high-resolution capture of moving 3D geometry, beginning with dynamic normal maps from multiple views. The normal maps are captured using active shape-from-shading (photometric stereo), with a large lighting dome providing a ...
This course describes how high-resolution face scanning, advanced character rigging, and performance-driven facial animation were combined to create Digital Emily, a believably photorealistic digital actor. Actress Emily O'Brien was scanned in the USC ...