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Synthesizing realistic facial expressions from photographs 从照片中合成逼真的面部表情
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198589
Frédéric H. Pighin, Jamie Hecker, Dani Lischinski, R. Szeliski, D. Salesin
We present new techniques for creating photorealistic textured 3D facial models from photographs of a human subject, and for creating smooth transitions between different facial expressions by morphing between these different models. Starting from several uncalibrated views of a human subject, we employ a user-assisted technique to recover the camera poses corresponding to the views as well as the 3D coordinates of a sparse set of chosen locations on the subject's face. A scattered data interpolation technique is then used to deform a generic face mesh to fit the particular geometry of the subject's face. Having recovered the camera poses and the facial geometry, we extract from the input images one or more texture maps for the model. This process is repeated for several facial expressions of a particular subject. To generate transitions between these facial expressions we use 3D shape morphing between the corresponding face models, while at the same time blending the corresponding textures. Using our technique, we have been able to generate highly realistic face models and natural looking animations.
我们提出了一种新技术,用于从人类受试者的照片中创建逼真的纹理3D面部模型,并通过在这些不同模型之间变形来创建不同面部表情之间的平滑过渡。从几个未校准的人类受试者视图开始,我们采用用户辅助技术来恢复与视图对应的相机姿势以及受试者脸上选定位置的稀疏集的3D坐标。然后使用分散数据插值技术来变形通用面部网格以适应受试者面部的特定几何形状。恢复相机姿态和面部几何形状后,我们从输入图像中提取一个或多个纹理映射用于模型。这一过程对特定对象的几个面部表情重复进行。为了生成这些面部表情之间的过渡,我们在相应的面部模型之间使用3D形状变形,同时混合相应的纹理。使用我们的技术,我们已经能够生成高度逼真的面部模型和自然的动画。
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引用次数: 170
Modeling and rendering of weathered stone 风化石的建模和渲染
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198697
Julie Dorsey, A. Edelman, H. Jensen, Justin Legakis, H. Pedersen
Stone is widespread in its use as a building material and artistic medium. One of its most remarkable qualities is that it changes appearance as it interacts with the environment. These changes are mainly confined to the surface but involve complex volumetric effects such as erosion and mineral dissolution. This paper presents an approach for the modeling and rendering of changes in the shape and appearance of stone.To represent stone, we introduce a slab data structure, which is a surface-aligned volume confined to a narrow region around the boundary of the stone. Our weathering model employs a simulation of the flow of moisture and the transport, dissolution, and recrystallization of minerals within the porous stone volume. In addition, this model governs the erosion of material from the surface. To render the optical effects of translucency and coloration due to the composition of minerals near the surface, we simulate the scattering of light inside the stone using a general subsurface Monte Carlo ray tracer. These techniques can capture many aspects of the time-dependent appearance of stone. We demonstrate the approach with models of granite and marble statues, as well as a sandstone column.
石头作为建筑材料和艺术媒介被广泛使用。它最显著的特性之一是,当它与环境相互作用时,它会改变外观。这些变化主要局限于地表,但涉及复杂的体积效应,如侵蚀和矿物溶解。本文提出了一种对石材形状和外观变化进行建模和渲染的方法。为了表示石头,我们引入了一个slab数据结构,它是一个表面对齐的体积,限制在石头边界周围的狭窄区域。我们的风化模型模拟了水分的流动,以及多孔岩石体积内矿物的运输、溶解和再结晶。此外,该模型还控制了表面物质的侵蚀。由于表面附近的矿物成分,为了呈现半透明和着色的光学效果,我们使用一般的地下蒙特卡罗射线追踪器模拟石头内部的光散射。这些技术可以捕捉到石头随时间变化的外观的许多方面。我们用花岗岩和大理石雕像模型以及砂岩柱来演示这种方法。
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引用次数: 3
Holography and holographic stereograms plus computation and bandlimiting for discrete parallax displays 离散视差显示的全息和全息立体图加上计算和带宽限制
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198733
M. Halle
This lecture will combine two dierent but related ideas. First, we'll discuss holography and its discrete, more easily computable relative the holographic stereogram. Then, we'll take some of the ideas from holography and touch on issues related to computation and bandlimiting that are important for all classes of parallax displays.
这个讲座将结合两个不同但相关的观点。首先,我们将讨论全息和它的离散,更容易计算相对全息立体图。然后,我们将从全息摄影中获取一些想法,并触及与计算和带宽限制相关的问题,这些问题对所有视差显示器都很重要。
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引用次数: 0
Custom hardware support for realtime ray tracing 自定义硬件支持实时光线跟踪
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198757
Philipp Slusallek, Peter Shirley, William R. Mark, Gordon Stoll, Ingo Wald
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引用次数: 4
Flow and changes in appearance 流动和变化的外观
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198696
Julie Dorsey, H. Pedersen, P. Hanrahan
An important, largely unexplored area of computer image generation is the simulation of weathering and its effects on appearance. Weathering results from the interaction of the environment with the materials in the world. The flow of water is one of the most pervasive and important natural forces involved in the weathering of materials, producing a distinctive set of patterns of washes and stains. This paper presents an intuitive phenomenological model for the flow of water over surfaces that is capable of generating such changes in appearance.We model the flow as a particle system, each particle representing a "drop" of water. The motion of the water particles is controlled by parameters such as gravity, friction, wind, roughness, and constraints that force the particles to maintain contact with the surface. The chemical interaction of the water with the surface materials is governed by a set of coupled differential equations describing both the rate of absorption of water by the surface and the rate of solubility and sedimentation of deposits on the surface. To illustrate the power of this simple model, we show examples of flows over complex geometries made from different materials; the resulting patterns are striking and very difficult to achieve using traditional texturing techniques.
一个重要的,很大程度上尚未开发的计算机图像生成领域是模拟风化及其对外观的影响。风化是环境与物质相互作用的结果。水流是影响材料风化的最普遍、最重要的自然力量之一,它产生了一系列独特的冲刷和污渍。本文提出了一个直观的现象模型,水流过表面,能够产生这种变化的外观。我们将水流建模为一个粒子系统,每个粒子代表一滴水。水粒子的运动是由重力、摩擦、风、粗糙度和约束等参数控制的,这些参数迫使粒子与表面保持接触。水与表面物质的化学相互作用是由一组耦合的微分方程控制的,这些方程既描述了表面对水的吸收率,也描述了表面沉积物的溶解度和沉降率。为了说明这个简单模型的力量,我们展示了由不同材料制成的复杂几何形状的流的例子;由此产生的图案是惊人的,非常难以实现使用传统的纹理技术。
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引用次数: 9
Session details: GPGPU: general-purpose computation on graphics hardware GPGPU:基于图形硬件的通用计算
Pub Date : 2005-07-31 DOI: 10.1145/3245733
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引用次数: 0
Sensation preserving simplification for 6-DoF haptic display 六自由度触觉显示的感觉保留简化
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198625
M. Otaduy
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引用次数: 0
Programming with OpenRT 使用OpenRT编程
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198759
Igno Wald
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引用次数: 0
Discrete conformal mappings via circle patterns 通过圆图案的离散保角映射
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198665
Liliya Kharevych, Boris A. Springborn, P. Schröder
We introduce a novel method for the construction of discrete conformal mappings from (regions of) embedded meshes to the plane. Our approach is based on circle patterns, i.e., arrangements of circles---one for each face---with prescribed intersection angles. Given these angles the circle radii follow as the unique minimizer of a convex energy. The method has two principal advantages over earlier approaches based on discrete harmonic mappings: (1) it supports very flexible boundary conditions ranging from natural boundaries to control of the boundary shape via prescribed curvatures; (2) the solution is based on a convex energy as a function of logarithmic radius variables with simple explicit expressions for gradients and Hessians, greatly facilitating robust and efficient numerical treatment. We demonstrate the versatility and performance of our algorithm with a variety of examples.
本文提出了一种构造嵌入网格到平面的离散保形映射的新方法。我们的方法是基于圆形图案,即圆形的排列——每个面一个——具有规定的交点角。给定这些角度,圆半径遵循作为凸能量的唯一最小值。与先前基于离散调和映射的方法相比,该方法有两个主要优点:(1)它支持非常灵活的边界条件,从自然边界到通过规定曲率控制边界形状;(2)该解基于凸能量作为对数半径变量的函数,具有简单的梯度和Hessians显式表达式,极大地促进了鲁棒性和高效率的数值处理。我们用各种各样的例子来证明我们的算法的通用性和性能。
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引用次数: 1
RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors RFIG灯:通过光敏无线标签和投影仪与自我描述的世界互动
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198717
R. Raskar, P. Beardsley, J. Baar, Yao Wang, P. Dietz, J. C. Lee, D. Leigh, T. Willwacher
This paper describes how to instrument the physical world so that objects become self-describing, communicating their identity, geometry, and other information such as history or user annotation. The enabling technology is a wireless tag which acts as a radio frequency identity and geometry (RFIG) transponder. We show how addition of a photo-sensor to a wireless tag significantly extends its functionality to allow geometric operations - such as finding the 3D position of a tag, or detecting change in the shape of a tagged object. Tag data is presented to the user by direct projection using a handheld locale-aware mobile projector. We introduce a novel technique that we call interactive projection to allow a user to interact with projected information e.g. to navigate or update the projected information.The ideas are demonstrated using objects with active radio frequency (RF) tags. But the work was motivated by the advent of unpowered passive-RFID, a technology that promises to have significant impact in real-world applications. We discuss how our current prototypes could evolve to passive-RFID in the future.
本文描述了如何仪器化物理世界,使对象成为自我描述,交流他们的身份,几何形状和其他信息,如历史或用户注释。使能技术是作为射频识别和几何(RFIG)应答器的无线标签。我们展示了在无线标签上添加一个光电传感器如何显著扩展其功能,以允许几何操作-例如查找标签的3D位置,或检测标记对象形状的变化。标签数据通过使用手持位置感知移动投影仪的直接投影呈现给用户。我们引入了一种新的技术,我们称之为交互式投影,它允许用户与投影信息进行交互,例如导航或更新投影信息。这些想法是用带有主动射频(RF)标签的物体来演示的。但这项工作是由无源射频识别技术的出现所推动的,这项技术有望在现实应用中产生重大影响。我们讨论了我们目前的原型如何在未来发展到无源rfid。
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引用次数: 36
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