VLDB 2026 Research / reviewers in the wild / expert
Erroll Wood
dblp:143/2429
· DBLP profile ↗
13ranked-venue papers
8as first author
6since 2021 · last 2024
0009-0006-2033-4704ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 7 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Cafca: High-quality Novel View Synthesis of Expressive Faces from Casual Few-shot CapturesabstractVolumetric modeling and neural radiance field representations have revolutionized 3D face capture and photorealistic novel view synthesis. However, these methods often require hundreds of multi-view input images and are thus inapplicable to cases with less than a handful of inputs. We present a novel volumetric prior on human faces that allows for high-fidelity expressive face modeling from as few as three input views captured in the wild. Our key insight is that an implicit prior trained on synthetic data alone can generalize to extremely challenging real-world identities and expressions and render novel views with fine idiosyncratic details like wrinkles and eyelashes. We leverage a 3D Morphable Face Model to synthesize a large training set, rendering each identity with different expressions, hair, clothing, and other assets. We then train a conditional Neural Radiance Field prior on this synthetic dataset and, at inference time, fine-tune the model on a very sparse set of real images of a single subject. On average, the fine-tuning requires only three inputs to cross the synthetic-to-real domain gap. The resulting personalized 3D model reconstructs strong idiosyncratic facial expressions and outperforms the state-of-the-art in high-quality novel view synthesis of faces from sparse inputs in terms of perceptual and photo-metric quality. Marcel C. Bühler, Gengyan Li 0001, Erroll Wood, Leonhard Helminger, Xu Chen 0025, Tanmay Shah, Daoye Wang, Stephan J. Garbin, Sergio Orts, Otmar Hilliges, Dmitry Lagun, Jérémy Riviere, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka, Kripasindhu Sarkar |
SIGGRAPH Asia | 3 |
| 2024 | Learning to Stabilize FacesabstractAbstract Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need tostabilizethem to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor‐intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning‐based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state‐of‐the‐art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses. Jan Bednarík, Erroll Wood, Vasileios Choutas, Timo Bolkart, Daoye Wang, Chenglei Wu, Thabo Beeler |
Comput. Graph. Forum | 2 |
| 2024 | GroomCap: High-Fidelity Prior-Free Hair CaptureabstractDespite recent advances in multi-view hair reconstruction, achieving strand-level precision remains a significant challenge due to inherent limitations in existing capture pipelines. We introduce GroomCap , a novel multi-view hair capture method that reconstructs faithful and high-fidelity hair geometry without relying on external data priors. To address the limitations of conventional reconstruction algorithms, we propose a neural implicit representation for hair volume that encodes high-resolution 3D orientation and occupancy from input views. This implicit hair volume is trained with a new volumetric 3D orientation rendering algorithm, coupled with 2D orientation distribution supervision, to effectively prevent the loss of structural information caused by undesired orientation blending. We further propose a Gaussian-based hair optimization strategy to refine the traced hair strands with a novel chained Gaussian representation, utilizing direct photometric supervision from images. Our results demonstrate that GroomCap is able to capture high-quality hair geometries that are not only more precise and detailed than existing methods but also versatile enough for a range of applications. Yuxiao Zhou 0001, Menglei Chai, Daoye Wang, Sebastian Winberg, Erroll Wood, Kripasindhu Sarkar, Markus Gross 0001, Thabo Beeler |
ACM Trans. Graph. | 5 |
| 2023 | Mesh-Tension Driven Expression-Based Wrinkles for Synthetic FacesabstractRecent advances in synthesizing realistic faces have shown that synthetic training data can replace real data for various face-related computer vision tasks. A question arises: how important is realism? Is the pursuit of photorealism excessive? In this work, we show otherwise. We boost the realism of our synthetic faces by introducing dynamic skin wrinkles in response to facial expressions, and observe significant performance improvements in downstream computer vision tasks. Previous approaches for producing such wrinkles either required prohibitive artist effort to scale across identities and expressions, or were not capable of reconstructing high-frequency skin details with sufficient fidelity. Our key contribution is an approach that produces realistic wrinkles across a large and diverse population of digital humans. Concretely, we formalize the concept of mesh-tension and use it to aggregate possible wrinkles from high-quality expression scans into albedo and displacement texture maps. At synthesis, we use these maps to produce wrinkles even for expressions not represented in the source scans. Additionally, to provide a more nuanced indicator of model performance under deformations resulting from com-pressed expressions, we introduce the 300W-winks evaluation subset and the Pexels dataset of closed eyes and winks. Chirag Raman, Charlie Hewitt, Erroll Wood, Tadas Baltrusaitis |
WACV | 3 |
| 2022 | 3D Face Reconstruction with Dense Landmarks
Erroll Wood, Tadas Baltrusaitis, Charlie Hewitt, Matthew Johnson 0003, Jingjing Shen, Nikola Milosavljevic, Daniel Wilde, Stephan J. Garbin, Toby Sharp, Ivan Stojiljkovic, Thomas J. Cashman 0001, Julien P. C. Valentin |
ECCV (13) | 1 |
| 2021 | Fake it till you make it: face analysis in the wild using synthetic data aloneabstractWe demonstrate that it is possible to perform face-related computer vision in the wild using synthetic data alone. The community has long enjoyed the benefits of synthesizing training data with graphics, but the domain gap between real and synthetic data has remained a problem, especially for human faces. Researchers have tried to bridge this gap with data mixing, domain adaptation, and domain-adversarial training, but we show that it is possible to synthesize data with minimal domain gap, so that models trained on synthetic data generalize to real in-the-wild datasets. We describe how to combine a procedurally-generated parametric 3D face model with a comprehensive library of hand-crafted assets to render training images with unprecedented realism and diversity. We train machine learning systems for face-related tasks such as landmark localization and face parsing, showing that synthetic data can both match real data in accuracy as well as open up new approaches where manual labeling would be impossible. Erroll Wood, Tadas Baltrusaitis, Charlie Hewitt, Sebastian Dziadzio, Thomas J. Cashman 0001, Jamie Shotton |
ICCV | 1 |
| 2018 | GazeDirector: Fully Articulated Eye Gaze Redirection in VideoabstractAbstract We present GazeDirector, a new approach for eye gaze redirection that uses model‐fitting. Our method first tracks the eyes by fitting a multi‐part eye region model to video frames using analysis‐by‐synthesis, thereby recovering eye region shape, texture, pose, and gaze simultaneously. It then redirects gaze by 1) warping the eyelids from the original image using a model‐derived flow field, and 2) rendering and compositing synthesized 3D eyeballs onto the output image in a photorealistic manner. GazeDirector allows us to change where people are looking without person‐specific training data, and with full articulation, i.e. we can precisely specify new gaze directions in 3D. Quantitatively, we evaluate both model‐fitting and gaze synthesis, with experiments for gaze estimation and redirection on the Columbia gaze dataset. Qualitatively, we compare GazeDirector against recent work on gaze redirection, showing better results especially for large redirection angles. Finally, we demonstrate gaze redirection on YouTube videos by introducing new 3D gaze targets and by manipulating visual behavior. Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency, Peter Robinson 0001, Andreas Bulling |
Comput. Graph. Forum | 1 |
| 2016 | A 3D Morphable Eye Region Model for Gaze Estimation
Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency, Peter Robinson 0001, Andreas Bulling |
ECCV (1) | 1 |
| 2016 | Learning an appearance-based gaze estimator from one million synthesised imagesabstractLearning-based methods for appearance-based gaze estimation achieve state-of-the-art performance in challenging real-world settings but require large amounts of labelled training data. Learning-by-synthesis was proposed as a promising solution to this problem but current methods are limited with respect to speed, appearance variability, and the head pose and gaze angle distribution they can synthesize. We present UnityEyes, a novel method to rapidly synthesize large amounts of variable eye region images as training data. Our method combines a novel generative 3D model of the human eye region with a real-time rendering framework. The model is based on high-resolution 3D face scans and uses real-time approximations for complex eyeball materials and structures as well as anatomically inspired procedural geometry methods for eyelid animation. We show that these synthesized images can be used to estimate gaze in difficult in-the-wild scenarios, even for extreme gaze angles or in cases in which the pupil is fully occluded. We also demonstrate competitive gaze estimation results on a benchmark in-the-wild dataset, despite only using a light-weight nearest-neighbor algorithm. We are making our UnityEyes synthesis framework available online for the benefit of the research community. Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency, Peter Robinson 0001, Andreas Bulling |
ETRA | 1 |
| 2016 | ShadowHands: High-Fidelity Remote Hand Gesture Visualization using a Hand TrackerabstractThis paper presents ShadowHands - a novel technique for visualizing a remote user's hand gestures using a single depth sensor and hand tracking system. Previous work has shown that making distributed users better aware of each other's gestures facilitates remote collaboration. These systems presented virtual embodiments as a stream of raw 2D or 3D data -- this data is noisy, and requires high bandwidth and favorable camera positions. Instead, our work uses a hand tracker to capture gestures which we visualize with a high-fidelity hand model. Our system is practical, requiring only a single depth sensor placed below the screen, and can be used without per-user calibration. As we use a 3D model rather than raw data, we can augment the hand's appearance to improve saliency and aesthetics. We alpha-blend this visualization over a shared workspace, so the local user perceives the remote user's hand as if they were separated by a transparent display. We conducted an experiment to compare traditional hand embodiments with our new technique, showing a quantitative improvement in selection accuracy and qualitative improvements in feelings of mutual understanding and engagement. Erroll Wood, Jonathan Taylor 0001, John Fogarty, Andrew W. Fitzgibbon, Jamie Shotton |
ISS | 1 |
| 2016 | Efficient and precise interactive hand tracking through joint, continuous optimization of pose and correspondencesabstractFully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach. Jonathan Taylor 0001, Lucas Bordeaux, Thomas J. Cashman 0001, Bob Corish, Cem Keskin, Toby Sharp, Eduardo Soto, David Sweeney, Julien P. C. Valentin, Benjamin Luff, Arran Topalian, Erroll Wood, Sameh Khamis, Pushmeet Kohli, Shahram Izadi, Richard Banks, Andrew W. Fitzgibbon, Jamie Shotton |
ACM Trans. Graph. | 12 |
| 2015 | Rendering of Eyes for Eye-Shape Registration and Gaze EstimationabstractImages of the eye are key in several computer vision problems, such as shape registration and gaze estimation. Recent large-scale supervised methods for these problems require time-consuming data collection and manual annotation, which can be unreliable. We propose synthesizing perfectly labelled photo-realistic training data in a fraction of the time. We used computer graphics techniques to build a collection of dynamic eye-region models from head scan geometry. These were randomly posed to synthesize close-up eye images for a wide range of head poses, gaze directions, and illumination conditions. We used our model's controllability to verify the importance of realistic illumination and shape variations in eye-region training data. Finally, we demonstrate the benefits of our synthesized training data (SynthesEyes) by out-performing state-of-the-art methods for eye-shape registration as well as cross-dataset appearance-based gaze estimation in the wild. Erroll Wood, Tadas Baltrusaitis, Xucong Zhang, Yusuke Sugano, Peter Robinson 0001, Andreas Bulling |
ICCV | 1 |
| 2014 | EyeTab: model-based gaze estimation on unmodified tablet computersabstractDespite the widespread use of mobile phones and tablets, hand-held portable devices have only recently been identified as a promising platform for gaze-aware applications. Estimating gaze on portable devices is challenging given their limited computational resources, low quality integrated front-facing RGB cameras, and small screens to which gaze is mapped. In this paper we present EyeTab, a model-based approach for binocular gaze estimation that runs entirely on an unmodified tablet. EyeTab builds on set of established image processing and computer vision algorithms and adapts them for robust and near-realtime gaze estimation. A technical prototype evaluation with eight participants in a normal indoors office setting shows that EyeTab achieves an average gaze estimation accuracy of 6.88° of visual angle at 12 frames per second. Erroll Wood, Andreas Bulling |
ETRA | 1 |