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.
{"title":"Synthesizing realistic facial expressions from photographs","authors":"Frédéric H. Pighin, Jamie Hecker, Dani Lischinski, R. Szeliski, D. Salesin","doi":"10.1145/1198555.1198589","DOIUrl":"https://doi.org/10.1145/1198555.1198589","url":null,"abstract":"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.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123417069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Modeling and rendering of weathered stone","authors":"Julie Dorsey, A. Edelman, H. Jensen, Justin Legakis, H. Pedersen","doi":"10.1145/1198555.1198697","DOIUrl":"https://doi.org/10.1145/1198555.1198697","url":null,"abstract":"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.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130324598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Holography and holographic stereograms plus computation and bandlimiting for discrete parallax displays","authors":"M. Halle","doi":"10.1145/1198555.1198733","DOIUrl":"https://doi.org/10.1145/1198555.1198733","url":null,"abstract":"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.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130725316","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Philipp Slusallek, Peter Shirley, William R. Mark, Gordon Stoll, Ingo Wald
{"title":"Custom hardware support for realtime ray tracing","authors":"Philipp Slusallek, Peter Shirley, William R. Mark, Gordon Stoll, Ingo Wald","doi":"10.1145/1198555.1198757","DOIUrl":"https://doi.org/10.1145/1198555.1198757","url":null,"abstract":"","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"254 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133965166","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Flow and changes in appearance","authors":"Julie Dorsey, H. Pedersen, P. Hanrahan","doi":"10.1145/1198555.1198696","DOIUrl":"https://doi.org/10.1145/1198555.1198696","url":null,"abstract":"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.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133231767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Discrete conformal mappings via circle patterns","authors":"Liliya Kharevych, Boris A. Springborn, P. Schröder","doi":"10.1145/1198555.1198665","DOIUrl":"https://doi.org/10.1145/1198555.1198665","url":null,"abstract":"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.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128516733","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors","authors":"R. Raskar, P. Beardsley, J. Baar, Yao Wang, P. Dietz, J. C. Lee, D. Leigh, T. Willwacher","doi":"10.1145/1198555.1198717","DOIUrl":"https://doi.org/10.1145/1198555.1198717","url":null,"abstract":"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.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128663276","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}