Journal: Computer Graphics Forum

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Abbreviation

Comput. Graph. Forum

Publisher

Wiley-Blackwell

Journal Volumes

ISSN

1467-8659
0167-7055

Description

Search Results

Publications1 - 10 of 127
  • Li, Gengyan; Sarkar, Kripasindhu; Meka, Abhimitra; et al. (2024)
    Computer Graphics Forum
    Eye gaze and expressions are crucial non-verbal signals in face-to-face communication. Visual effects and telepresence demand significant improvements in personalized tracking, animation, and synthesis of the eye region to achieve true immersion. Morphable face models, in combination with coordinate-based neural volumetric representations, show promise in solving the difficult problem of reconstructing intricate geometry (eyelashes) and synthesizing photorealistic appearance variations (wrinkles and specularities) of eye performances. We propose a novel hybrid representation - ShellNeRF - that builds a discretized volume around a 3DMM face mesh using concentric surfaces to model the deformable 'periocular' region. We define a canonical space using the UV layout of the shells that constrains the space of dense correspondence search. Combined with an explicit eyeball mesh for modeling corneal light-transport, our model allows for animatable photorealistic 3D synthesis of the whole eye region. Using multi-view video input, we demonstrate significant improvements over state-of-the-art in expression re-enactment and transfer for high-resolution close-up views of the eye region.
  • Milliez, Antoine; Sumner, Robert W.; Gross, Markus; et al. (2018)
    Computer Graphics Forum
  • Sacht, L.; Jacobson, A.; Panozzo, D.; et al. (2013)
    Computer Graphics Forum
  • Diamanti, Olga; Vaxman, Amir; Panozzo, Daniele; et al. (2014)
    Computer Graphics Forum
  • Physically Based Video Editing
    Item type: Journal Article
    Bazin, Jean-Charles; Kuster, Claudia P.; Yu, G.; et al. (2016)
    Computer Graphics Forum
  • BetweenIT
    Item type: Conference Paper
    Whited, Brian; Noris, Gioacchino; Simmons, Maryann; et al. (2010)
    Computer Graphics Forum
  • Animation-Aware Quadrangulation
    Item type: Journal Article
    Marcias, Giorgio; Pietroni, Nico; Panozzo, Daniele; et al. (2013)
    Computer Graphics Forum
  • Baran, Ilya; Keller, Philipp; Bradley, Derek; et al. (2012)
    Computer Graphics Forum
    We present a practical and inexpensive method for creating physical objects that cast different color shadow images when illuminated by prescribed lighting configurations. The input to our system is a number of lighting configurations and corresponding desired shadow images. Our approach computes attenuation masks, which are then printed on transparent materials and stacked to form a single multi‐layer attenuator. When illuminated with the input lighting configurations, this multi‐layer attenuator casts the prescribed color shadow images. Alternatively, our method can compute layers so that their permutations produce different prescribed shadow images under fixed lighting. Each multi‐layer attenuator is quick and inexpensive to produce, can generate multiple full‐color shadows, and can be designed to respond to different types of natural or synthetic lighting setups. We illustrate the effectiveness of our multi‐layer attenuators in simulation and in reality, with the sun as a light source.
  • Roveri, Riccardo; Cengiz Öztireli, A.; Gross, Markus (2017)
    Computer Graphics Forum
  • Prévost, Romain; Jarosz, Wojciech; Sorkine-Hornung, Olga (2015)
    Computer Graphics Forum
    Diffusion curves allow creating complex, smoothly shaded images by diffusing colours defined at curves. These methods typically require the solution of a global optimization problem (over either the pixel grid or an intermediate tessellated representation) to produce the final image, making fully parallel implementation challenging. An alternative approach, inspired by global illumination, uses 2D ray tracing to independently compute each pixel value. This formulation allows trivial parallelism, but it densely computes values even in smooth regions and sacrifices support for instancing and layering. We describe a sparse, ray traced, multi‐layer framework that incorporates many complementary benefits of these existing approaches. Our solution avoids the need for a global solve and trivially allows parallel GPU implementation. We leverage an intermediate triangular representation with cubic patches to synthesize smooth images faithful to the per‐pixel solution. The triangle mesh provides a resolution–independent, vectorial representation and naturally maps diffusion curve images to a form natively supported by standard vector graphics and triangle rasterization pipelines. Our approach supports many features which were previously difficult to incorporate into a single system, including instancing, layering, alpha blending, texturing, local blurring, continuity control and parallel computation. We also show how global diffusion curves can be combined with local painted strokes in one coherent system.
Publications1 - 10 of 127