VLDB 2026 Research / reviewers in the wild / expert
Pablo Garrido 0001
dblp:09/929-1
· DBLP profile ↗
29ranked-venue papers
9as first author
13since 2021 · last 2026
0009-0001-8273-6737ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 24 · 5 first-author · 13 since 2021Artificial intelligence and machine learning · 16 · 3 first-author · 9 since 2021Theory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Polyglot: Multilingual Style Preserving Speech-Driven Facial Animation
Federico Nocentini, Kwanggyoon Seo, Qingju Liu, Claudio Ferrari, Stefano Berretti, David Ferman, Hyeongwoo Kim, Pablo Garrido 0001, Akin Caliskan |
FG | 8 |
| 2026 | Zero-Shot Video Deraining with Video Diffusion ModelsabstractExisting video deraining methods are often trained on paired datasets, either synthetic, which limits their ability to generalize to real-world rain, or captured by static cameras, which restricts their effectiveness in dynamic scenes with background and camera motion. Furthermore, recent works in fine-tuning diffusion models have shown promising results, but the fine-tuning tends to weaken the generative prior, limiting generalization to unseen cases. In this paper, we introduce the first zero-shot video deraining method for complex dynamic scenes that does not require synthetic data nor model fine-tuning, by leveraging a pretrained text-to-video diffusion model that demonstrates strong generalization capabilities. By inverting an input video into the latent space of diffusion models, its reconstruction process can be intervened and pushed away from the model’s concept of rain using negative prompting. At the core of our approach is an attention switching mechanism that we found is crucial for maintaining dynamic backgrounds as well as structural consistency between the input and the derained video, mitigating artifacts introduced by naive negative prompting. Our approach is validated through extensive experiments on real-world rain datasets, demonstrating substantial improvements over prior methods and showcasing robust generalization without the need for supervised training. Tuomas Varanka, Juan Luis Gonzalez 0001, Hyeongwoo Kim, Pablo Garrido 0001 |
WACV | 4 |
| 2025 | VideoSPatS: Video SPatiotemporal Splines for Disentangled Occlusion, Appearance and Motion Modeling and EditingabstractWe present an implicit video representation for occlusions, appearance, and motion disentanglement from monocular videos, which we call Video SPatiotemporal Splines (VideoSPatS). Unlike previous methods that map time and coordinates to deformation and canonical colors, our VideoSPatS maps input coordinates into Spatial and Color Spline deformation fields ${\mathcal{D}_{\text{s}}}$ and ${\mathcal{D}_c}$, which disentangle motion and appearance in videos. With spline-based parametrization, our method naturally generates temporally consistent flow and guarantees long-term temporal consistency, which is crucial for convincing video editing. Using multiple prediction branches, our VideoSPatS model also performs layer separation between the latent video and the selected occluder. By disentangling occlusions, appearance, and motion, our method enables better spatiotemporal modeling and editing of diverse videos, including in-the-wild talking head videos with challenging occlusions, shadows, and specularities while maintaining an appropriate canonical space for editing. We also present general video modeling results on the DAVIS and CoDeF datasets, as well as our own talking head video dataset collected from open-source web videos. Extensive ablations show the combination of ${\mathcal{D}_{\text{s}}}$ and ${\mathcal{D}_c}$ under neural splines can overcome motion and appearance ambiguities, paving the way for more advanced video editing models. Visit our project site1. Juan Luis Gonzalez 0001, Alex Whelan, Kyle Olszewski, Hyeongwoo Kim, Pablo Garrido 0001 |
CVPR | 6 |
| 2025 | KinMo: Kinematic-Aware Human Motion Understanding and GenerationabstractCurrent human motion synthesis frameworks rely on global action descriptions, creating a modality gap that limits both motion understanding and generation capabilities. A single coarse description, such as run, fails to capture details such as variations in speed, limb positioning, and kinematic dynamics, leading to ambiguities between text and motion modalities. To address this challenge, we introduce KinMo, a unified framework built on a hierarchical describable motion representation that extends beyond global actions by incorporating kinematic group movements and their interactions. We design an automated annotation pipeline to generate high-quality, fine-grained descriptions for this decomposition, resulting in the KinMo dataset and offering a scalable and cost-efficient solution for dataset enrichment. To leverage these structured descriptions, we propose Hierarchical Text-Motion Alignment that progressively integrates additional motion details, thereby improving semantic motion understanding. Furthermore, we introduce a coarse-to-fine motion generation procedure to leverage enhanced spatial understanding to improve motion synthesis. Experimental results show that KinMo significantly improves motion understanding, demonstrated by enhanced text-motion retrieval performance and enabling more fine-grained motion generation and editing capabilities. Project Page: https://andypinxinliu.github.io/KinMo Pinxin Liu, Pablo Garrido 0001, Hyeongwoo Kim, Bindita Chaudhuri |
ICCV | 3 |
| 2025 | ProMode: A Speech Prosody Model Conditioned on Acoustic and Textual Inputs
Eray Eren, Qingju Liu, Hyeongwoo Kim, Pablo Garrido 0001, Abeer Alwan |
INTERSPEECH | 4 |
| 2025 | Contextual Gesture: Co-Speech Gesture Video Generation through Context-aware Gesture RepresentationabstractCo-speech gesture generation is crucial for creating lifelike avatars and enhancing human-computer interactions by synchronizing gestures with speech. Despite recent advancements, existing methods struggle with accurately identifying the rhythmic or semantic triggers from audio for generating contextualized gesture patterns and achieving pixel-level realism. To address these challenges, we introduce Contextual Gesture, a framework that improves co-speech gesture video generation through three innovative components: (1) a chronological speech-gesture alignment that temporally connects two modalities, (2) a contextualized gesture tokenization that incorporate speech context into motion pattern representation through distillation, and (3) a structure-aware refinement module that employs edge connection to link gesture keypoints to improve video generation. Our extensive experiments demonstrate that Contextual Gesture not only produces realistic and speech-aligned gesture videos but also supports long-sequence generation and video gesture editing applications, shown in Fig.1 Pinxin Liu, Hyeongwoo Kim, Pablo Garrido 0001, Ari Shapiro, Kyle Olszewski |
ACM Multimedia | 4 |
| 2024 | FaceLift: Semi-Supervised 3D Facial Landmark Localizationabstract3D facial landmark localization has proven to be of particular use for applications, such as face tracking, 3D face modeling, and image-based 3D face reconstruction. In the supervised learning case, such methods usually rely on 3D landmark datasets derived from 3DMM-based registration that often lack spatial definition alignment, as compared with that chosen by hand-labeled human consensus, e.g., how are eyebrow landmarks defined? This creates a gap between landmark datasets generated via high-quality 2D human labels and 3DMMs, and it ultimately limits their effectiveness. To address this issue, we introduce a novel semi-supervised learning approach that learns 3D landmarks by directly lifting (visible) hand-labeled 2D landmarks and ensures better definition alignment, without the need for 3D landmark datasets. To lift 2D landmarks to 3D, we leverage 3D-aware GANs for better multi-view consistency learning and in-the-wild multi-frame videos for robust cross-generalization. Empirical experiments demonstrate that our method not only achieves better definition alignment between 2D-3D landmarks but also outperforms other supervised learning 3D landmark localization methods on both 3DMM labeled and photogrammetric ground truth evaluation datasets. Project Page: https://davidcferman.github.io/FaceLift David Ferman, Pablo Garrido 0001, Gaurav Bharaj |
CVPR | 2 |
| 2024 | VideoClusterNet: Self-supervised and Adaptive Face Clustering for Videos
Devesh Walawalkar, Pablo Garrido 0001 |
ECCV (30) | 2 |
| 2024 | GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine RepresentationsabstractReal-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient geometry primitives in a carefully calibrated multi-view setup. Albeit producing photorealistic head renderings, they often fail to represent complex motion changes, such as the mouth interior and strongly varying head poses. We propose a new method to generate highly dynamic and deformable human head avatars from multi-view imagery in real time. At the core of our method is a hierarchical representation of head models that can capture the complex dynamics of facial expressions and head movements. First, with rich facial features extracted from raw input frames, we learn to deform the coarse facial geometry of the template mesh. We then initialize 3D Gaussians on the deformed surface and refine their positions in a fine step. We train this coarse-to-fine facial avatar model along with the head pose as learnable parameters in an end-to-end framework. This enables not only controllable facial animation via video inputs but also high-fidelity novel view synthesis of challenging facial expressions, such as tongue deformations and fine-grained teeth structure under large motion changes. Moreover, it encourages the learned head avatar to generalize towards new facial expressions and head poses at inference time. We demonstrate the performance of our method with comparisons against the related methods on different datasets, spanning challenging facial expression sequences across multiple identities. We also show the potential application of our approach by demonstrating a cross-identity facial performance transfer application. We make the code available on our project page. Kartik Teotia, Hyeongwoo Kim, Pablo Garrido 0001, Marc Habermann, Mohamed A. Elgharib, Christian Theobalt |
ACM Trans. Graph. | 3 |
| 2024 | HQ3DAvatar: High-quality Implicit 3D Head AvatarabstractMulti-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a mesh-based template or 3D cube-based graphics primitives. While these model-based approaches achieve promising results, they often fail to learn complex geometric details such as the mouth interior, hair, and topological changes over time. This article presents a novel approach to building highly photorealistic digital head avatars. Our method learns a canonical space via an implicit function parameterized by a neural network. It leverages multiresolution hash encoding in the learned feature space, allowing for high quality, faster training, and high-resolution rendering. At test time, our method is driven by a monocular RGB video. Here, an image encoder extracts face-specific features that also condition the learnable canonical space. This encourages deformation-dependent texture variations during training. We also propose a novel optical flow-based loss that ensures correspondences in the learned canonical space, thus encouraging artifact-free and temporally consistent renderings. We show results on challenging facial expressions and show free-viewpoint renderings at interactive real-time rates for a resolution of 480 x 270. Our method outperforms related approaches both visually and numerically. We will release our multiple-identity dataset to encourage further research. Kartik Teotia, Mallikarjun B. R. 0001, Xingang Pan, Hyeongwoo Kim, Pablo Garrido 0001, Mohamed A. Elgharib, Christian Theobalt |
ACM Trans. Graph. | 5 |
| 2023 | Implicit Neural Head Synthesis via Controllable Local Deformation FieldsabstractHigh-quality reconstruction of controllable 3D head avatars from 2D videos is highly desirable for virtual human applications in movies, games, and telepresence. Neural implicit fields provide a powerful representation to model 3D head avatars with personalized shape, expressions, and facial parts, e.g., hair and mouth interior, that go beyond the linear 3D morphable model (3DMM). However, existing methods do not model faces with fine-scale facial features, or local control of facial parts that extrapolate asymmetric expressions from monocular videos. Further, most condition only on 3DMM parameters with poor(er) locality, and resolve local features with a global neural field. We build on part-based implicit shape models that decompose a global deformation field into local ones. Our novel formulation models multiple implicit deformation fields with local semantic rig-like control via 3DMM-based parameters, and representative facial landmarks. Further, we propose a local controlloss and attention mask mechanism that promote sparsity of each learned deformation field. Our formulation renders sharper locally controllable nonlinear deformations than previous implicit monocular approaches, especially mouth interior, asymmetric expressions, and facial details. Project page: https://imaging.cs.cmu.edullocal_deformation_fieldsl Chuhan Chen, Matthew O'Toole, Gaurav Bharaj, Pablo Garrido 0001 |
CVPR | 4 |
| 2023 | Few-Shot Geometry-Aware Keypoint LocalizationabstractSupervised keypoint localization methods rely on large manually labeled image datasets, where objects can deform, articulate, or occlude. However, creating such large keypoint labels is time-consuming and costly, and is often error-prone due to inconsistent labeling. Thus, we desire an approach that can learn keypoint localization with fewer yet consistently annotated images. To this end, we present a novel formulation that learns to localize semantically consistent keypoint definitions, even for occluded regions, for varying object categories. We use a few user-labeled 2D images as input examples, which are extended via self-supervision using a larger unlabeled dataset. Unlike unsupervised methods, the few-shot images act as semantic shape constraints for object localization. Furthermore, we introduce 3D geometry-aware constraints to uplift keypoints, achieving more accurate 2D localization. Our general-purpose formulation paves the way for semantically conditioned generative modeling and attains competitive or state-of-the-art accuracy on several datasets, including human faces, eyes, animals, cars, and never-before-seen mouth interior (teeth) localization tasks, not attempted by the previous few-shot methods. Project page: https://xingzhehe.github.io/FewShot3DKP/ Xingzhe He, Gaurav Bharaj, David Ferman, Helge Rhodin, Pablo Garrido 0001 |
CVPR | 5 |
| 2023 | Unsupervised Facial Performance Editing via Vector-Quantized StyleGAN RepresentationsabstractHigh-fidelity virtual human avatar applications create a need for photorealistic video face synthesis with controllable semantic editing over facial features. While recent generative neural methods have shown significant progress in portrait video synthesis, intuitive facial control, e.g., of mouth interior and gaze at different levels of details, remains a challenge. In this work, we present a novel face editing framework that combines a 3D face model with StyleGAN vector-quantization to learn multi-level semantic facial control. We show that vector quantization of StyleGAN features unveils richer semantic facial representations, e.g., teeth and pupils, which are difficult to model with 3D tracking priors. Such representations along with 3D tracking can be used as self-supervision to train a generator with control over coarse expressions and finer facial attributes. Learned representations can be combined with user-defined masks to create semantic segmentations that act as custom detail handles for semantic-aware video editing. Our formulation allows video face manipulation with precise local control over facial attributes, such as eyes and teeth, opening up a number of face reenactment and visual expression articulation applications. Berkay Kicanaoglu, Pablo Garrido 0001, Gaurav Bharaj |
ICCV | 2 |
| 2020 | High-Fidelity Monocular Face Reconstruction Based on an Unsupervised Model-Based Face AutoencoderabstractIn this work, we propose a novel model-based deep convolutional autoencoder that addresses the highly challenging problem of reconstructing a 3D human face from a single in-the-wild color image. To this end, we combine a convolutional encoder network with an expert-designed generative model that serves as decoder. The core innovation is the differentiable parametric decoder that encapsulates image formation analytically based on a generative model. Our decoder takes as input a code vector with exactly defined semantic meaning that encodes detailed face pose, shape, expression, skin reflectance, and scene illumination. Due to this new way of combining CNN-based with model-based face reconstruction, the CNN-based encoder learns to extract semantically meaningful parameters from a single monocular input image. For the first time, a CNN encoder and an expert-designed generative model can be trained end-to-end in an unsupervised manner, which renders training on very large (unlabeled) real world datasets feasible. The obtained reconstructions compare favorably to current state-of-the-art approaches in terms of quality and richness of representation. This work is an extended version of [1] , where we additionally present a stochastic vertex sampling technique for faster training of our networks, and moreover, we propose and evaluate analysis-by-synthesis and shape-from-shading refinement approaches to achieve a high-fidelity reconstruction. Ayush Tewari, Michael Zollhöfer, Florian Bernard 0001, Pablo Garrido 0001, Hyeongwoo Kim, Patrick Pérez, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2019 | FML: Face Model Learning From VideosabstractMonocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction. Ayush Tewari, Florian Bernard 0001, Pablo Garrido 0001, Gaurav Bharaj, Mohamed A. Elgharib, Hans-Peter Seidel, Patrick Pérez, Michael Zollhöfer, Christian Theobalt |
CVPR | 3 |
| 2018 | Self-Supervised Multi-Level Face Model Learning for Monocular Reconstruction at Over 250 HzabstractThe reconstruction of dense 3D models of face geometry and appearance from a single image is highly challenging and ill-posed. To constrain the problem, many approaches rely on strong priors, such as parametric face models learned from limited 3D scan data. However, prior models restrict generalization of the true diversity in facial geometry, skin reflectance and illumination. To alleviate this problem, we present the first approach that jointly learns 1) a regressor for face shape, expression, reflectance and illumination on the basis of 2) a concurrently learned parametric face model. Our multi-level face model combines the advantage of 3D Morphable Models for regularization with the out-of-space generalization of a learned corrective space. We train end-to-end on in-the-wild images without dense annotations by fusing a convolutional encoder with a differentiable expert-designed renderer and a self-supervised training loss, both defined at multiple detail levels. Our approach compares favorably to the state-of-the-art in terms of reconstruction quality, better generalizes to real world faces, and runs at over 250 Hz. Ayush Tewari, Michael Zollhöfer, Pablo Garrido 0001, Florian Bernard 0001, Hyeongwoo Kim, Patrick Pérez, Christian Theobalt |
CVPR | 3 |
| 2018 | State of the Art on Monocular 3D Face Reconstruction, Tracking, and ApplicationsabstractAbstract The computer graphics and vision communities have dedicated long standing efforts in building computerized tools for reconstructing, tracking, and analyzing human faces based on visual input. Over the past years rapid progress has been made, which led to novel and powerful algorithms that obtain impressive results even in the very challenging case of reconstruction from a single RGB or RGB‐D camera. The range of applications is vast and steadily growing as these technologies are further improving in speed, accuracy, and ease of use. Motivated by this rapid progress, this state‐of‐the‐art report summarizes recent trends in monocular facial performance capture and discusses its applications, which range from performance‐based animation to real‐time facial reenactment. We focus our discussion on methods where the central task is to recover and track a three dimensional model of the human face using optimization‐based reconstruction algorithms. We provide an in‐depth overview of the underlying concepts of real‐world image formation, and we discuss common assumptions and simplifications that make these algorithms practical. In addition, we extensively cover the priors that are used to better constrain the under‐constrained monocular reconstruction problem, and discuss the optimization techniques that are employed to recover dense, photo‐geometric 3D face models from monocular 2D data. Finally, we discuss a variety of use cases for the reviewed algorithms in the context of motion capture, facial animation, as well as image and video editing. Michael Zollhöfer, Justus Thies, Pablo Garrido 0001, Derek Bradley, Thabo Beeler, Patrick Pérez, Marc Stamminger, Matthias Nießner, Christian Theobalt |
Comput. Graph. Forum | 3 |
| 2018 | Deep video portraitsabstractWe present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network - thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect. Hyeongwoo Kim, Pablo Garrido 0001, Ayush Tewari, Weipeng Xu, Justus Thies, Matthias Nießner, Patrick Pérez, Christian Richardt, Michael Zollhöfer, Christian Theobalt |
ACM Trans. Graph. | 2 |
| 2017 | MoFA: Model-Based Deep Convolutional Face Autoencoder for Unsupervised Monocular ReconstructionabstractIn this work we propose a novel model-based deep convolutional autoencoder that addresses the highly challenging problem of reconstructing a 3D human face from a single in-the-wild color image. To this end, we combine a convolutional encoder network with an expert-designed generative model that serves as decoder. The core innovation is the differentiable parametric decoder that encapsulates image formation analytically based on a generative model. Our decoder takes as input a code vector with exactly defined semantic meaning that encodes detailed face pose, shape, expression, skin reflectance and scene illumination. Due to this new way of combining CNN-based with model-based face reconstruction, the CNN-based encoder learns to extract semantically meaningful parameters from a single monocular input image. For the first time, a CNN encoder and an expert-designed generative model can be trained end-to-end in an unsupervised manner, which renders training on very large (unlabeled) real world data feasible. The obtained reconstructions compare favorably to current state-of-the-art approaches in terms of quality and richness of representation. Ayush Tewari, Michael Zollhöfer, Hyeongwoo Kim, Pablo Garrido 0001, Florian Bernard 0001, Patrick Pérez, Christian Theobalt |
ICCV | 4 |
| 2016 | Reconstruction of Personalized 3D Face Rigs from Monocular VideoabstractWe present a novel approach for the automatic creation of a personalized high-quality 3D face rig of an actor from just monocular video data (e.g., vintage movies). Our rig is based on three distinct layers that allow us to model the actor’s facial shape as well as capture his person-specific expression characteristics at high fidelity, ranging from coarse-scale geometry to fine-scale static and transient detail on the scale of folds and wrinkles. At the heart of our approach is a parametric shape prior that encodes the plausible subspace of facial identity and expression variations. Based on this prior, a coarse-scale reconstruction is obtained by means of a novel variational fitting approach. We represent person-specific idiosyncrasies, which cannot be represented in the restricted shape and expression space, by learning a set of medium-scale corrective shapes. Fine-scale skin detail, such as wrinkles, are captured from video via shading-based refinement, and a generative detail formation model is learned. Both the medium- and fine-scale detail layers are coupled with the parametric prior by means of a novel sparse linear regression formulation. Once reconstructed, all layers of the face rig can be conveniently controlled by a low number of blendshape expression parameters, as widely used by animation artists. We show captured face rigs and their motions for several actors filmed in different monocular video formats, including legacy footage from YouTube, and demonstrate how they can be used for 3D animation and 2D video editing. Finally, we evaluate our approach qualitatively and quantitatively and compare to related state-of-the-art methods. Pablo Garrido 0001, Michael Zollhöfer, Dan Casas, Levi Valgaerts, Kiran Varanasi, Patrick Pérez, Christian Theobalt |
ACM Trans. Graph. | 1 |
| 2016 | Corrective 3D reconstruction of lips from monocular videoabstractIn facial animation, the accurate shape and motion of the lips of virtual humans is of paramount importance, since subtle nuances in mouth expression strongly influence the interpretation of speech and the conveyed emotion. Unfortunately, passive photometric reconstruction of expressive lip motions, such as a kiss or rolling lips, is fundamentally hard even with multi-view methods in controlled studios. To alleviate this problem, we present a novel approach for fully automatic reconstruction of detailed and expressive lip shapes along with the dense geometry of the entire face, from just monocular RGB video. To this end, we learn the difference between inaccurate lip shapes found by a state-of-the-art monocular facial performance capture approach, and the true 3D lip shapes reconstructed using a high-quality multi-view system in combination with applied lip tattoos that are easy to track. A robust gradient domain regressor is trained to infer accurate lip shapes from coarse monocular reconstructions, with the additional help of automatically extracted inner and outer 2D lip contours. We quantitatively and qualitatively show that our monocular approach reconstructs higher quality lip shapes, even for complex shapes like a kiss or lip rolling, than previous monocular approaches. Furthermore, we compare the performance of person-specific and multi-person generic regression strategies and show that our approach generalizes to new individuals and general scenes, enabling high-fidelity reconstruction even from commodity video footage. Pablo Garrido 0001, Michael Zollhöfer, Chenglei Wu, Derek Bradley, Patrick Pérez, Thabo Beeler, Christian Theobalt |
ACM Trans. Graph. | 1 |
| 2016 | Model-based teeth reconstructionabstractIn recent years, sophisticated image-based reconstruction methods for the human face have been developed. These methods capture highly detailed static and dynamic geometry of the whole face, or specific models of face regions, such as hair, eyes or eye lids. Unfortunately, image-based methods to capture the mouth cavity in general, and the teeth in particular, have received very little attention. The accurate rendering of teeth, however, is crucial for the realistic display of facial expressions, and currently high quality face animations resort to tooth row models created by tedious manual work. In dentistry, special intra-oral scanners for teeth were developed, but they are invasive, expensive, cumbersome to use, and not readily available. In this paper, we therefore present the first approach for non-invasive reconstruction of an entire person-specific tooth row from just a sparse set of photographs of the mouth region. The basis of our approach is a new parametric tooth row prior learned from high quality dental scans. A new model-based reconstruction approach fits teeth to the photographs such that visible teeth are accurately matched and occluded teeth plausibly synthesized. Our approach seamlessly integrates into photogrammetric multi-camera reconstruction setups for entire faces, but also enables high quality teeth modeling from normal uncalibrated photographs and even short videos captured with a mobile phone. Chenglei Wu, Derek Bradley, Pablo Garrido 0001, Michael Zollhöfer, Christian Theobalt, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 3 |
| 2015 | VDub: Modifying Face Video of Actors for Plausible Visual Alignment to a Dubbed Audio TrackabstractAbstract In many countries, foreign movies and TV productions are dubbed, i.e., the original voice of an actor is replaced with a translation that is spoken by a dubbing actor in the country's own language. Dubbing is a complex process that requires specific translations and accurately timed recitations such that the new audio at least coarsely adheres to the mouth motion in the video. However, since the sequence of phonemes and visemes in the original and the dubbing language are different, the video‐to‐audio match is never perfect, which is a major source of visual discomfort. In this paper, we propose a system to alter the mouth motion of an actor in a video, so that it matches the new audio track. Our paper builds on high‐quality monocular capture of 3D facial performance, lighting and albedo of the dubbing and target actors, and uses audio analysis in combination with a space‐time retrieval method to synthesize a new photo‐realistically rendered and highly detailed 3D shape model of the mouth region to replace the target performance. We demonstrate plausible visual quality of our results compared to footage that has been professionally dubbed in the traditional way, both qualitatively and through a user study. Pablo Garrido 0001, Levi Valgaerts, H. Sarmadi, Ingmar Steiner, Kiran Varanasi, Patrick Pérez, Christian Theobalt |
Comput. Graph. Forum | 1 |
| 2014 | Automatic Face ReenactmentabstractWe propose an image-based, facial reenactment system that replaces the face of an actor in an existing target video with the face of a user from a source video, while preserving the original target performance. Our system is fully automatic and does not require a database of source expressions. Instead, it is able to produce convincing reenactment results from a short source video captured with an off-the-shelf camera, such as a webcam, where the user performs arbitrary facial gestures. Our reenactment pipeline is conceived as part image retrieval and part face transfer: The image retrieval is based on temporal clustering of target frames and a novel image matching metric that combines appearance and motion to select candidate frames from the source video, while the face transfer uses a 2D warping strategy that preserves the user's identity. Our system excels in simplicity as it does not rely on a 3D face model, it is robust under head motion and does not require the source and target performance to be similar. We show convincing reenactment results for videos that we recorded ourselves and for low-quality footage taken from the Internet. Pablo Garrido 0001, Levi Valgaerts, Ole Rehmsen, Thorsten Thormählen, Patrick Pérez, Christian Theobalt |
CVPR | 1 |
| 2013 | Reconstructing detailed dynamic face geometry from monocular videoabstractDetailed facial performance geometry can be reconstructed using dense camera and light setups in controlled studios. However, a wide range of important applications cannot employ these approaches, including all movie productions shot from a single principal camera. For post-production, these require dynamic monocular face capture for appearance modification. We present a new method for capturing face geometry from monocular video. Our approach captures detailed, dynamic, spatio-temporally coherent 3D face geometry without the need for markers. It works under uncontrolled lighting, and it successfully reconstructs expressive motion including high-frequency face detail such as folds and laugh lines. After simple manual initialization, the capturing process is fully automatic, which makes it versatile, lightweight and easy-to-deploy. Our approach tracks accurate sparse 2D features between automatically selected key frames to animate a parametric blend shape model, which is further refined in pose, expression and shape by temporally coherent optical flow and photometric stereo. We demonstrate performance capture results for long and complex face sequences captured indoors and outdoors, and we exemplify the relevance of our approach as an enabling technology for model-based face editing in movies and video, such as adding new facial textures, as well as a step towards enabling everyone to do facial performance capture with a single affordable camera. Pablo Garrido 0001, Levi Valgaerts, Chenglei Wu, Christian Theobalt |
ACM Trans. Graph. | 1 |
| 2012 | A Flexible and Adaptive Hyper-heuristic Approach for (Dynamic) Capacitated Vehicle Routing ProblemsabstractWe present a self-adaptive hyper-heuristic capable of solving static and dynamic instances of the capacitated vehicle routing problem. The hyper-heuristic manages a generic sequence of constructive and perturbative low-level heuristics, which are gra Pablo Garrido 0001, Carlos Castro 0001 |
Fundam. Informaticae | 1 |
| 2009 | Stable solving of CVRPs using hyperheuristicsabstractIn this paper we present a hill-climbing based hyperheuristic which is able to solve instances of the capacitated vehicle routing problem. The hyperheuristic manages a sequence of constructive-perturbative pairs of low-level heuristics which are applied sequentially in order to construct and improve partial solutions. We present some design considerations that we have taken into account to find the most promising sequence and allow the collaboration among low-level heuristics. Our approach has been tested using some standard state-of-the-art benchmarks and we have compared them with several well-known methods proposed in the literature. We have obtained, on average, stable and good quality solutions after solving various types of problems. Thus, we conclude that our collaborative framework is an interesting approach as it has proved to be: (1) able to adapt itself to different problem instances by choosing a suitable combination of low-level heuristics and (2) capable of preserving stability when solving different types of problems. Pablo Garrido 0001, Carlos Castro 0001 |
GECCO | 1 |
| 2007 | An Evolutionary Hyperheuristic to Solve Strip-Packing Problems
Pablo Garrido 0001, María Cristina Riff |
IDEAL | 1 |
| 2007 | Collaboration Between Hyperheuristics to Solve Strip-Packing Problems
Pablo Garrido 0001, María Cristina Riff |
IFSA (1) | 1 |