Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Iman Sadeghi

dblp:06/288 · DBLP profile ↗
← Back
6ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorDatabases, data management, data science and information retrieval · 1Theory of computation · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
5 papers
Rendering · 68% Geometric modeling and processing · 28% Virtual and augmented reality · 4%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling
3d hair modeling
0.312017
Avatar digitization from a single image for real-time rendering · ACM Trans. Graph. 2017
Rendering
appearance modeling
0.322013
A practical microcylinder appearance model for cloth rendering · ACM Trans. Graph. 2013
An artist friendly hair shading system · ACM Trans. Graph. 2010
Rendering › appearance modeling
cloth rendering
0.212013
A practical microcylinder appearance model for cloth rendering · ACM Trans. Graph. 2013
Rendering
reflectance modeling
0.212013
A practical microcylinder appearance model for cloth rendering · ACM Trans. Graph. 2013
Rendering
light transport
0.112012
Physically-based simulation of rainbows · ACM Trans. Graph. 2012
Rendering
physically based rendering
0.112012
Physically-based simulation of rainbows · ACM Trans. Graph. 2012
Rendering › physically based rendering
wave optics
0.112012
Physically-based simulation of rainbows · ACM Trans. Graph. 2012
Rendering
participating media
0.112011
A comprehensive theory of volumetric radiance estimation using photon points and beams · ACM Trans. Graph. 2011
Virtual and augmented reality › avatar rendering
real-time avatar rendering
0.112017
Avatar digitization from a single image for real-time rendering · ACM Trans. Graph. 2017

Methods — techniques the papers use, named apart from their topics

deep convolutional neural network · 0.3blendshape rigging · 0.33d model and texture retrieval · 0.3scattering profile measurement · 0.2BRDF measurement · 0.2ray tracing · 0.1lorenz-mie theory · 0.1radiance estimation theory · 0.1photon beams · 0.1physically-based shading model · 0.1
YearPublicationVenuePosition
2017 Avatar digitization from a single image for real-time rendering
abstract
We present a fully automatic framework that digitizes a complete 3D head with hair from a single unconstrained image. Our system offers a practical and consumer-friendly end-to-end solution for avatar personalization in gaming and social VR applications. The reconstructed models include secondary components (eyes, teeth, tongue, and gums) and provide animation-friendly blendshapes and joint-based rigs. While the generated face is a high-quality textured mesh, we propose a versatile and efficient polygonal strips (polystrips) representation for the hair. Polystrips are suitable for an extremely wide range of hairstyles and textures and are compatible with existing game engines for real-time rendering. In addition to integrating state-of-the-art advances in facial shape modeling and appearance inference, we propose a novel single-view hair generation pipeline, based on 3D-model and texture retrieval, shape refinement, and polystrip patching optimization. The performance of our hairstyle retrieval is enhanced using a deep convolutional neural network for semantic hair attribute classification. Our generated models are visually comparable to state-of-the-art game characters designed by professional artists. For real-time settings, we demonstrate the flexibility of polystrips in handling hairstyle variations, as opposed to conventional strand-based representations. We further show the effectiveness of our approach on a large number of images taken in the wild, and how compelling avatars can be easily created by anyone.
Liwen Hu 0001, Shunsuke Saito, Lingyu Wei, Koki Nagano, Jaewoo Seo, Jens Fursund, Iman Sadeghi, Carrie Sun, Hao Li 0015
ACM Trans. Graph.7
2013 A practical microcylinder appearance model for cloth rendering
abstract
This article introduces a practical shading model for cloth that can simulate both anisotropic highlights as well as the complex color shifts seen in cloth made of different colored threads. Our model is based on extensive Bidirectional Reflectance Distribution Function (BRDF) measurements of several cloth samples. We have also measured the scattering profile of several different individual cloth threads. Based on these measurements, we derived an empirical shading model capable of predicting the light scattering profile of a variety of threads. From individual threads, we synthesized a woven cloth model, which provides an intuitive description of the layout of the constituent threads as well as their tangent directions. Our model is physically plausible, accounting for shadowing and masking by the threads. We validate our model by comparing predicted and measured light scattering values and show how it can reproduce the appearance of many cloth and thread types, including silk, velvet, linen, and polyester. The model is robust, easy to use, and can simulate the appearance of complex highlights and color shifts that cannot be fully handled by existing models.
Iman Sadeghi, Oleg Bisker, Joachim De Deken, Henrik Wann Jensen
ACM Trans. Graph.1
2012 Physically-based simulation of rainbows
abstract
In this article, we derive a physically-based model for simulating rainbows. Previous techniques for simulating rainbows have used either geometric optics (ray tracing) or Lorenz-Mie theory. Lorenz-Mie theory is by far the most accurate technique as it takes into account optical effects such as dispersion, polarization, interference, and diffraction. These effects are critical for simulating rainbows accurately. However, as Lorenz-Mie theory is restricted to scattering by spherical particles, it cannot be applied to real raindrops which are nonspherical, especially for larger raindrops. We present the first comprehensive technique for simulating the interaction of a wavefront of light with a physically-based water drop shape. Our technique is based on ray tracing extended to account for dispersion, polarization, interference, and diffraction. Our model matches Lorenz-Mie theory for spherical particles, but it also enables the accurate simulation of nonspherical particles. It can simulate many different rainbow phenomena including double rainbows and supernumerary bows. We show how the nonspherical raindrops influence the shape of the rainbows, and we provide a simulation of the rare twinned rainbow, which is believed to be caused by nonspherical water drops.
Iman Sadeghi, Adolfo Muñoz 0001, Philip Laven, Wojciech Jarosz, Francisco J. Serón, Diego Gutierrez, Henrik Wann Jensen
ACM Trans. Graph.1
2011 A comprehensive theory of volumetric radiance estimation using photon points and beams
abstract
We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call “photon beams.” The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates. Our second contribution is a more efficient rendering method for participating media based on photon beams. Even when shooting and storing less photons and using less computation time, our method significantly reduces both bias (blur) and variance in volumetric radiance estimation. This enables us to render sharp lighting details (e.g., volume caustics) using just tens of thousands of photon beams, instead of the millions to billions of photon points required with previous methods.
Wojciech Jarosz, Derek Nowrouzezahrai, Iman Sadeghi, Henrik Wann Jensen
ACM Trans. Graph.3
2010 An artist friendly hair shading system
abstract
Rendering hair in motion pictures is an important and challenging task. Despite much research on physically based hair rendering, it is currently difficult to benefit from this work because physically based shading models do not offer artist friendly controls. As a consequence much production work so far has used ad hoc shaders that are easier to control, but often lack the richness seen in real hair. We show that physically based shading models fail to provide intuitive artist controls and we introduce a novel approach for creating an art-directable hair shading model from existing physically based models. Through an informal user study we show that this system is easier to use compared to existing systems. Our shader has been integrated into the production pipeline at the Walt Disney Animation Studios and is being used in the production of the upcoming animated feature film Tangled.
Iman Sadeghi, Heather Pritchett, Henrik Wann Jensen, Rasmus Tamstorf
ACM Trans. Graph.1
2008 Optimal point removal in closed-2PM labeling
Farshad Rostamabadi, Iman Sadeghi, Mohammad Ghodsi, Ramtin Khosravi
Inf. Process. Lett.2